ah, i see, so its either 15% or 10%
well, a small buff is better than nothing!
thanks Prisoner and Yafoo !
make it a 10 hit move then we’re good.
u can’t grind things with just one hit.
engineer’s flamethrower skill 4 – napalm recharge time of 30 seconds is too long, and should be lowered.
lower it to 15, 18 or 20 to be more fair when compared against other similar skills, the recharge time of 30 seconds is ridiculous and simply too long.
skill – damage – burn / duration | recharge ~ range or radius / extras
napalm – 0.10 – 2.50 s / 10 s | 30 s ~ 600 / –
bonfire – (9x) 0.90 – 3.00 s / 8 s | 25s ~ 240 / –
burn retreat – 0.10 – 1.00 s / 6 s | 20 s ~ 650 / 1.00 s evade
burn speed – 2.00 / 0.20 – 1.50 s / 4 s | 15 s ~ 600 / 0.75 s evade
flame wall – 0.10 – 2.50 s / 8 s | 20 s ~ 900 / –
ring of fire – 1.24 – (3) 5.00 s / 5 s | 15 s ~ 240 / -
sear fissure – 0.25 – 4.00 s / 3.00 s | 3 s ~ 480 / 4 pulses, consume 5 energy
fire bomb – 0.20 – 3.00 s / 3.00 s | 10 s ~ 240 / 4 pulses, fuse time 1 s
comb shot – 2.50 – (2) 5.00 s / 9.00 s | 7 s ~ 360 / 4 pulses
please consider and reduce the recharge time.
thank you.
https://wiki.guildwars2.com/wiki/Flame_Jet
“Spray fire in a cone pattern while moving, burning foes on the final attack. Deals 10% bonus damage to burning targets.”
Damage (10x): (2.250)
Burning (2s):
Attacks per second: 5
Range: 425
they said engineer flamethrower auto attack damage will be buffed, but how much?
currently it is 2.25
they will buff it a bit to 2.50 perhaps?
2.80 or 3.00 is out of the question right?
OK my point is that they didn’t release the entire patch notes at Twitch con, so for all you know, this issue could have been fixed. Just wait until Tuesday when it comes out before you riot
hmmm ok fair enough.
imma rage again if they no fix it.
thanks for the reply!
rampage was balanced pre nerf.
rampage is weak now bcos kittens like op exists.
no fix.
y they no fix
y 20 s between posts
yes, if they dun show it in the preview notes, it could mean that they do not care about it, forgotten about it, did not fix it etc.
No…if they didn’t show it in the preview notes, then it means that they didn’t show it in the preview notes. At this point, you’re just trying to find reasons to be mad at ANet. Stop it.
of course imma mad bcos they no fic
preview notes.
yes, if they dun show it in the preview notes, it could mean that they do not care about it, forgotten about it, did not fix it etc.
elixir x, toss elixir x remove condition
i dun see it in the upcoming balance update preview notes.
why is this not fixed yet?
At the moment mesmers and thieves are WAY too similar.
no, mesmers have illusions, thieves do not. NOT similar.
They both do decent damage.
all professions can do decent damage if they trait / sPvP amulet for it.
They both stealth alot.
no. thieves have more access to stealth than mesmers.
thief can black power + heart seeker anytime for on demand stealth with virtually no recharge time. mesmers can NOT do that.
They both have team utility (stealth res and portal).
shadow refuge provides stealth for much longer, has a much shorter recharge time.
Thief should have good burst damage, stealth, chase-down potential, like it has.
thief always have that. what the kitten are you talking about?
Not mesmer, like it is now.
and who the kitten are you to dictate that? every profession should be able to have good burst damage if they trait / sPvP amulet for it.
Mesmer should be about amazing damage, great team utility, but with very low survivability as a trade-off.
you piece of kitten kitten. no profession should have low survivability. low survivability comes from choosing sPvP amulets without toughness vitality, not by gutting core profession traits.
The survivability from mesmer should stem from good positioning and confusion (not the condition), like it did in the past.
confusion, sure thing, if you make it such that all clones also have all the prepared mantras and signets that the real mesmer also have.
you said it yourself.
confusion.
how the kitten can the real mesmer confuse opponents if the clones do not have the same prepared mantras and un-activated signets?
fix that, then we can talk confusing players.
tl; dr
guardian = gw1 protection monk
druid = gw1 healing monk
p/s btw i did read
PU was good at 100%
the 50% nerf was unjust, stupid, idiotic, ridiculous, outrageous.
Warrior Frenzy gives slightly longer quickness, only affects yourself, doesn’t remove any conditions and has a 60s cd.
its a stun breaker and a stance.
it was fine at 24 / 30
the 36 / 45 nerf was unnecessary, unjustified, stupid, idiotic, ridiculous, outrageous.
that guy is probably angry bcos u were playing an op ele.
no, you were not unsporting.
that other guy was just not happy.
his choice, not your fault.
eh, engineer’s elixir x and toss elixir x is in a very balanced position now.
dun do anything to it.
no, those maps are awfully fun in casual hotjoin.
yes, please.
make ALL runes and sigils available for sPvP.
i want this map to be come back.
plenty of good times back in the chaotic 8 vs 8 days.
heck, this map would be great as a 10 vs 10 map.
anet should host a few say 3 – 5 servers hosting this map only. 10 vs 10.
it will be full always.
glorious.
you forgot thief can perma blind with black powder.
quit complaining about stealth being under powered.
it is not.
Hmmm… no.
And why shouldn’t it be fixed?
because it is not a bug, but intended feature.
why should it be fixed?
Like warriors need more damage.
and what the kitten is wrong with you?
why the warrior hate?
i only gave a warrior skill as an example.
Like warriors need more damage.
its only more damage against downed foes.
it seems like some of the new hot elite specs wants to introduce anti downed skills.
we have gravedigger and finishing blow
https://wiki.guildwars2.com/wiki/Gravedigger
“Perform a huge swing that deals heavy damage. Recharges faster if it hits a downed or low health foe.”
Damage: (3.0)
Health Threshold: 50%
Number of Targets: 5
Recharge Reduced: 100%
Combo Finisher: Whirl
Range: 170
https://wiki.guildwars2.com/wiki/Finishing_Blow
“Deal a downward strike on your foe. Downed enemies struck with this ability are finished.”
Damage: 1,183
Range: 130
that’s nice, but why limit it to new hot specs?
why not upgrade some existing skills to be more hurting towards downed opponents as well? what do you think? what existing skills do you think should be buffed to be more hurting towards downed opponents?
let me start:
https://wiki.guildwars2.com/wiki/Final_Thrust
“Strike your foe with a final powerful thrust that does extra damage against injured foes. "
Damage: (1.5)
Damage against foes under 50% health.: (3.0)
Range: 130
that is the current version.
my proposed upgraded version:
“Strike your foe with a final powerful thrust that does extra damage against injured foes. Deals even more damage against injured downed foes.”
Damage: (1.5)
Damage against downed foes.: (3.0)
Damage against foes under 50% health.: (3.0)
Damage against downed foes under 50% health.: (6.0)
Range: 130
basically this will do quad damage against downed foes under 50% health. basically upgrading them into defeated foes.
so, what skills do you propose to be upgraded?
discuss!
i believe they wished to buff condition spam and nerf condition removal so they introduced this.
this way, stronger damaging condition such as burning might work provided if you quickly covered it up with lots of other weaker, more easily applied conditions such as bleeding, vulnerability, etc.
individual condition removal that only removes one miserable condition may not be able to remove burning from 10 different conditions in time.
then again, they also introduced resistance to counter this.
so its balanced.
no, it will not return.
they rarely go back on their words.
hey, i preferred the old system too.
but we gotta adapt.
spinning map of fortune RNGesus is working as intended.
move along.
increase blooms or extend event until heart of thorns launches.
otherwise i am not participating in this event.
thank you.
increase number of blooms
0 – 10 is too few.
either that or reduce cos of halo ring potions to 100 instead of 450
ah, i see, thanks everyone!
but what about expensive items?
like howl,
current highest buyer 391 gold offered.
current lowest seller 488.88.88 gold listed.
even if i list it at 488.88.87 it may be bought eventually after enough time passes?
how about the permanent black lion express contract?
same as well?
i list it one copper less then the current listing and just wait?
people may buy them eventually?
due to limited supply?
say, for example,
howl,
current highest buyer 391 gold offered.
current lowest seller 488.88.88 gold listed.
how would you sell your howl?
say if i list it as
488.88.87
the listing fee would be 24.44.44 which i have to pay immediately.
and an exchange fee of 48.88.89 which is subtracted after someone has bought it.
this means
488.8887 – 24.4444 – 48.8889
415.5554
i will only receive 415.5554 gold provided if someone buys my listed.
and if someone else undercuts my price, and i cancel my listing, i will not get back the initial listing fee of 24.4444 am i correct?
or there will be a refund?
or no? the first listing is burned?
thanks!
try it in hotjoin games maybe its easier to achieve it perhaps?
relax dd celele will be nerfed.
josh count grouchula said so
if ure gud n theyre bad ull still kill them anyway why worry?
when revenant was first introduced, everyone was complaining how weak it was.
now, everyone is complaining how strong it is.
Eternal Champion
“Cure a condition every second while in berserk mode.”
Conditions Removed: 1
Interval: 1s
much better than pulsing stability imo.
eternal champion should remove one condition per second instead of 1 stack of 3 seconds stability per 3 seconds.
agree.
berserker suck kitten at the moment.
this is balanced and working as intended.
stop complaining.
:D was wondering if that was the case, was gonna go n try to explain it using other games and their separate servers within one account might help clear the confusion
heheheh confusion cleared no worries.
well, the loading pages should have more information though.
because the copy of the bank, wallet was done so well, it did not occur to me that it was a beta copy, and not the actual bank wallet.
for example, even a simple “your wallet and bank items in your beta character is a copy of your actual wallet and bank items” etc something like that.
Wow, well this thread went from people feeling it was a troll and that the OP was being willfully obtuse into an -actual- understanding!
well, that’s expected since in real life i can be quite obtuse as well.
Those traits should just be in pve/wvw profession specific masteries and removed from traitlines.
nuuuuu lets make them viable in sPvP !!!
we could take 1 damage for jumping down from higher places!
it would be fun launching people away each time i +1 a fight.
Maybe then this trait will be a little bit op, and it will be weird to see all people going into high places in order to jump over you xD
I think the better we can do is forget this traits when playing PvP :p
well, it would be funny in casual hotjoin!
nooo i dun wanna forget !!!
it has been 3 years !!! 3 years !!!!
no ty, it would cause so many instant deathes just because your HP is low
but 100 damage is not a large amount.
if 100 damage is too high, then 10 damage.
just some minimal damage to trigger fall damage.the damage number can be adjusted so that instant death would not occur due to low health.
even 1 damage would suffice.
then we also have issue that fall dmg trait is not located in adept tier for all classes (laughably it is GM trait for thieves…….)
ewwwwwww
Even with your suggested changes, fall trait would still be pointless to take compared to other traits. How often are you going to be taking fall damage in a fight? And you’d be wasting a lot of time if you keep running up to high places just to get the fall damage off when you could be doing other things.
well, it would be fun, and it would be good when you are gonna +1 a fight.
no ty, it would cause so many instant deathes just because your HP is low
but 100 damage is not a large amount.
if 100 damage is too high, then 10 damage.
just some minimal damage to trigger fall damage.
the damage number can be adjusted so that instant death would not occur due to low health.
even 1 damage would suffice.
at the moment, for 3 years, since launch, reduced fall damage are useless in sPvP.
in khylo, only the clock tower has high ground enough to trigger it, the other two side points do not have high ground.
in forest, all 3 points have high ground, but not high enough to trigger.
in temple, all 3 points have high ground, but only the middle point is high enough to trigger, and you need a leap in order to be able to hit the center of the point.
in skyhammer, all 3 points have high ground, but only the 2 side points are high enough to trigger, and you need to climb all the way up there.
in foefire, only middle point has high ground, but middle point is too big. cannot trigger properly, even with leap.
in spirit temple, all 3 points do not have high ground, but there are places where you can hopefully jump down to ambush people down there, not on point though.
so …
please consider reworking fall damage to trigger as long as the falling height is higher than a normal space bar jump. the damage could be little, say 100 damage to health. surely your toes or knee will hurt a bit if you jump down from 3 meters height if you do not land gracefully right? this makes sense.
this way, fall damage will trigger more easily, and the reduce fall damage traits may actually be of some use in sPvP.
for example, if fall damage is triggered easily by jumping from a height that is higher than normal spacebar jump, i can death from above in all 3 points in forest map and skyhammer.
erm, do you all understand what i am trying to say?
so, what say you all?
discuss!
its still good fun in casual hotjoin if you somehow find yourself in a team with better skilled team mates and lesser skilled opponents.
not so fun when some kitten mesmer decides to hunt you down no matter how you try to escape.
quit complaining.
the rest of the warrior rifle skills are quite lackluster.
warrior finally gets a decent rifle burst and ya all wanna gut it before its born properly?
what if we introduced on critical hit sigils to specifically remove burning only?
please remove the kitten 1 second delay before we can immediately activate primal burst when we enter berserk mode.
when my warrior go berserk, i wanna immediately gun flame someone in their face.
that two seconds of quickness is very precious ya know.
fellow warriors, what say you?
it’ll definitely be changed
no, unless we are very vocal about it. they won’t change it.
we get roman numerals for traits icons after the game was launched.
it was only 3 years later we get trait icons.
we keep voicing out until we are heard.