And nerf it down to 33%, its so kittening broken and reaper takes it to another lvl…
no. chill is fine and balanced.
chill is a condition, can be removed.
alacrity is an effect, can not be removed.Yes. And while you’re at it, make ele attunement recharge not get fracked up by chill. It doesn’t make sense – chill doesn’t effect weapon switching on other classes.
elementalist attunement swaps are skills, skills get fracked up by chill. deal with it.
Yes. And while you’re at it, make ele attunement recharge not get fracked up by chill. It doesn’t make sense – chill doesn’t effect weapon switching on other classes.
Atunements aren’t weapon switches.
And that’s why on-weapon-switch-sigils work when attunement swapping, right?
Next.
those are called “on swap” sigils (NOT on-weapon-switch sigils) and work for standard weapon switches, engineer weapon kit switches and ele attunement swaps.
LOL calling chill balanced. Do u not realize how deadly it is? It lowers your move speed by 66% and increases your cds by 66% AND if youre a reaper it does 1k dps a tick…
Also alacrity has nothing to do with how broken this condi is. For all u reapers bringing it in
chill is balanced, because there are traits which reduce chill duration, along with certain runes, like hoelbrak and melandru.
and chill can be removed. period.
end of discussion.
And nerf it down to 33%, its so kittening broken and reaper takes it to another lvl…
no. chill is fine and balanced.
chill is a condition, can be removed.
alacrity is an effect, can not be removed.
Yes. And while you’re at it, make ele attunement recharge not get fracked up by chill. It doesn’t make sense – chill doesn’t effect weapon switching on other classes.
elementalist attunement swaps are skills, skills get fracked up by chill. deal with it.
Yes. And while you’re at it, make ele attunement recharge not get fracked up by chill. It doesn’t make sense – chill doesn’t effect weapon switching on other classes.
Atunements aren’t weapon switches.
And that’s why on-weapon-switch-sigils work when attunement swapping, right?
Next.
those are called “on swap” sigils (NOT on-weapon-switch sigils) and work for standard weapon switches, engineer weapon kit switches and ele attunement swaps.
Corrupt boon needs either a huge obvious tell like moa signet or long cast time like dragon’s tooth. Also I don’t know the reasoning behind 10/15 sec for corrupt boon. I’d thought 20/25 sec without trait would be reasonable but 15 sec cd without trait is just pure overpowered.
its fine really considering how fast some professions puke out boons like there’s no tomorrow.
We’re aware of the community desire for these sort of arenas, but at this time we do not want to fragment the player base by having more than two arenas at a time.
Then add it instead of Stronghold.
I think you don’t have to always overcomplicate things and the community would have received a simple arena more positively than that.
you do realize that Justin ODell does not work in anet anymore right?
i have not seen his postings for many, many months.
i would say.
by the six, its about time!
The more of these threads, the more funny I find it. Every class thinks their class will be the worst. None of you even know the full list of changes. At least know what you are talking about prior to whining.
do you even warrior?
Eternal champ is the only good trait for power in that tier, although you probably wouldn’t go zerker if you were building power. Kek.
stability is good but it really should be every 1 second instead of 3.
and gaining might on stun break is just meh.
still doesn’t change that eternal champion is trash grand trait.
pff you already got a 200hp heal bonus on 10 seconds, dont exagerate
huh whats that?
healing signet 20 hp per second buff ?
function gyro will still function as intended.
yes good riddance ele
eternal champion should remove 1 condition every one second!
well maybe not remove 1 condition every 1 second but it should have the ability to remove condition while in berserk mode.
the gain might on stun break is stupid and should be removed!
https://wiki.guildwars2.com/wiki/Eternal_Champion
currently we have
Eternal Champion
“Gain stability while in berserk mode. Gain stability and might when you break out of stun.”
3 Might (8s): +90 Power, +90 Condition Damage
Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
Boon Application Interval: 3s
i propose
Eternal Champion
“Gain stability every second while in berserk mode. Remove conditions every time you spend adrenaline while in berserk mode.”
Stability (1s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
Boon Application Interval: 1s
Conditions Removed: 3
discuss!
(edited by Deimos Tel Arin.7391)
rest in pieces again, warrior.
Runes
We’ll be removing the following runes from PvP:
- Rune of Durability
nuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
- Rune of Mercy
Sigil Changes:
- Sigil of Demon Summoning: this sigil will no longer be usable in PvP.
- We already removed a majority of AI summoning sigils/runes in a previous release – we’re just finishing the job.
- Sigil of Energy: the functionality of this Sigil is changing slightly. Instead of granting 50 endurance on weapon swap, Sigil of Energy will instead grant 5 seconds of vigor to the player with the usual 9 second ICD. This change only applies to PvP.
no comment
Amulet Changes:
We’ll be adding the following amulets:
Mercenary’s Amulet
1050 Power
1050 Condition
560 Toughness
560 VitalitySage’s Amulet
1050 Power
1050 Condition
560 Healing Power
560 VitalityPaladin’s Amulet
1050 Power
1050 Precision
560 Toughness
560 VitalityMender’s Amulet
1050 Power
1050 Healing Power
560 Precision
560 Vitality
yessssssssssssssssssssssss
yessss
yesssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
yessssssssssssssss
We’re also removing the following amulets:
- Soldier’s
- Settler’s
- Celestial
- Sentinel
/discuss
aw kitten celestial.
nvm the new 4 stats combo looks good.
PS, gold for purchases runes/amulets will be refunded, and the newly added amulets will be free.
well thats a consolation.
still wrong in my eyes.
nothing will change that.
3 ambers 1 diamond, and me as ruby XD vs 5 diamonds
Not sure why I had to get dragged into it, but we won anyway. Only got 1 pip.
well if you ask me i would say match prediction is not working as intended.
match prediction should predict your team has 0-19% chance of winning but it does not seems to be that way.
seems like the new (current) match prediction expects the highest division player in one team to carry the rest.
You’re outright wrong. The match prediction worked perfectly. The ambers were treated like a diamond so they played a diamond team. The Ruby player probably had a very high MMR and it showed with the win and everyone who won got 1 pip, cause it was judged to be a even match due to treating the ambers like a diamond which is how it’s intended to be.
thats just terrible.
and wrong.
3 ambers 1 diamond, and me as ruby XD vs 5 diamonds
Not sure why I had to get dragged into it, but we won anyway. Only got 1 pip.
well if you ask me i would say match prediction is not working as intended.
match prediction should predict your team has 0-19% chance of winning but it does not seems to be that way.
seems like the new (current) match prediction expects the highest division player in one team to carry the rest.
A better solution is that match prediction should also be based on the highest party team member. So 4 amber + 1 legendary would be roughly the same kitten legendary.
no, match prediction should be based on
[ total divisions of 5 members only] or
[ total divisions & mmr of 5 members]
not based on the highest division member.
players of different divisions grouping together should not be discouraged.
wait the 4 amber + 1 legendary will not get 3 pips if they win cause new MM treats those ambers as legendary also.
in that case, then match prediction is broken, and not working as intended.
this is working as intended.
4 ambers 1 legendary is supposed to lose against 5 legendaries.
blame the 5 legends for not 500 – 0 the game.
just buff at least one viable core build to elite specs level then everyone is happy.
seems like the filter forgot to filter the url.
Because Scrapper has EVERYTHING. Read my post. I’m fine with the traits if the Hammer isn’t over the top.
ah they can nerf the stupid scrapper hammer i dun care about that.
i dun use the stupid hammer.
u wanna nerf adaptive armor so no.
It’s only a nerf if you are running glass.
true but you nerfed reduced condition damage by 5% so no.
the 20% condition damage reduced is fine, leave it alone.
It’s really not fine.
its fine.
why is it not fine?
u wanna nerf adaptive armor so no.
It’s only a nerf if you are running glass.
true but you nerfed reduced condition damage by 5% so no.
the 20% condition damage reduced is fine, leave it alone.
u wanna nerf adaptive armor so no.
the ability to swap both mainhand and offhand weapons on the fly would be very, very nice as well.
Engineer
We’ve been enjoying watching all of the scrapper gyros buzzing around in the jungle, helping allies and clearing the way for Pact forces. Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive. With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability.
hgh duration nerf was unjustified, not necessary.
adaptive armor, okay, 500 toughness is a bit too much. 300 is fine now. really.
lets look at rapid regeneration.
https://wiki.guildwars2.com/wiki/Rapid_Regeneration
Rapid Regeneration
“Rapidly regenerate health while affected by swiftness or superspeed.”
Healing Swiftness: 105 (0.065)?
Healing Superspeed: 470 (0.27)?
Interval: 1s
this is what we have at the moment.
they could shave the base numbers a bit and increase the healing power coefficient a bit.
discuss!
This has been adressed in last weeks balance patch anouncemend. It will be fixed via making the highest division count for all party members e.g. diamond and amber counts as double diamond starting tomorow I think.
Correct it has already pbeen ublished that they will fix this at the next patch (most likely tomorrow)
i dun think so.
probably happen in season 2.
Shopping for Ambers
In addition to the changes above, we’ll also be adjusting the way that parties are scored in our matchmaking algorithm based on the overall division spread of a team’s makeup. It is important to us that anyone can play with their friends regardless of league standing, but in doing so, we also want to ensure that teams aren’t gaining an unfair advantage in match difficulty based on their rosters. An example of this would be two friends: one is in Diamond and the other is in Amber. For Season 2, these two players will still be able to team up and play together, but they’ll be placed into Diamond level matches based on the highest division player in the party. This means that forming a party with players in a higher division than you will always bring you up to their level for matchmaking and prediction, rather than adjust to compensate for party members at lower divisions. This specific change will go into effect in our next scheduled release (prior to the end of season 1).
it works both ways anyway.
we tried a 3 man team, 1 game for the night, because, i’m a casual player and she have not had her dinner yet.
ruby scrapper (myself, casual player)
ruby scrapper (friend, hardcore pve wvw pvp player)
emerald tempest (friend, harcore pve wvw pvp but she stopped at emerald due to unstable internet connection, have lags and disconnects often)
we got 2 ruby pugs, a reaper and another scrapper.
after the match ended, 500 – 137, we found out the other team was a full 5 man group, they have 1 diamond tempest, 2 emeralds, 2 rubies.
we were leading 200+ – 0 until the zerg party at far finally ended.
oh btw we got 2 pips for that win.
they have a elementalist (diamond division), a scrapper, a dragon hunter, a ranger.
i can’t remember what is the 5th profession is though.
remember,
solo Q is
10% your build, mechanical skills, rotations, map awareness etc.
40% your 4 team mates’ build, mechanical skills, rotations, map awareness etc.
50% your 5 opponents’ build, mechanical skills, rotations, map awareness etc.
guild wars 1 random arena, it is okay, since the fights usually end after the first team clash. usually 1 or 2 minutes per match, with 30 seconds queue per match.
since it is random arena, no match making involved.
in guild wars 2, each match takes an average of 10 minutes so no, it will not work well.
yay.
they are replacing mmr with pips instead.
or we could add some tier check points in ruby and diamond.
make 2 ruby check points at
10/30
20/30
then 1 diamond check points
15/35
then everyone’s happy.
but but but
its
1200
900
900
you can cross 4 divisions over 2 seasons.
Yes, but there is a timing problem. There will only be four seasons, right? And you can’t advance a later tier without completing the earlier one, right? And there is a time-locked requirement, meaning you can’t possibly complete more than two tiers per season, I believe?
So chances are a lot of people won’t find themselves on the Tier 4 achievements until the 4th league season, and thus would HAVE to complete the objective within that season if they want it cleared at all.
I’m just seeing a disaster waiting to happen on this one. I am seeing a LOT of players, thousands perhaps, that work diligently at their own pace towards the goal, and then when the last round comes around “oops, we’re pooling the plug on this one guys, too bad for you.”
It will NOT go well for ANet if they don’t have a contingency plan.
what are you talking about?
i am a casual pvp player, i only play 1 or 3 ranked games per day. i just reached ruby recently.
i already compelted part 1 and part 2 of the year of the ascension achievements.
just started on the part 3 of the year of the ascension achievements.
i expect to complete most of part 3, except for the cross 3 divisions part, which i will complete in season 2. and will work on completing most of part 4 in season 2.
however, for part 4, we need to cross 4 divisions, that i will need to participate in both season 3 and season 4 to complete that.
How many seasons are there? 3 or 4? If it’s 4, u just need to get ruby in all of them and should be ok i think?
4 seasons, 2 Ruby + 2 Sapphire are enough. Or 3 Ruby + 1 Emerald, etc.
as a casual player myself this is my goal.
by the way, they deliberately FAILED to mention that the 4 sets of achievements must be completed within a year.
you can cross 4 divisions over 2 seasons.
It seems to be broken. Exhibit A:
there is nothing wrong with this.
just increase roster weight drastically so people who group up does not have huge safety net with pips loses and undeserved pips gains.
i think either 1 or 2.
red team had 14 division points total while blue team had 13.
just learn to play other professions.
[–]Anet_Hugh 11 points 26 days ago
None of achievements reset between seasons. The current achievements do need to be completed in a year. However, the current achievements can be progressed throughout the entire year and do not reset.
so we only have 1 year to complete all the achievements.
how many seasons in a year ?
hnnngggh imba tp how they do it?
use gold earned from league to buy the pve materials.
i mean, if we put someone down 4 times within a minute, they should stay down.
i dun understand why we dun have this in pvp.PvP needs the downstate diminishing health that pve & wvw have.
well fire is only good if you are fighting 5 different targets with low armor (toughness + defense) and without protection boon.
blood is single target though, but it heals you for around 500 health. and it ignores armor. (toughness + defense)
but fire is aoe, hits 5 targets, but armor (toughness + defense) lowers the damage.
it depends on what you want.