during the last revenant and stronghold test, our pvp interface was replaced with a newer version in which the practice button was replaced, and there are only two big buttons to press.
play (unranked arena) and compete (ranked arena)
of course, the official anet practice (hotjoin) servers are still available via the pvp game browser but it does takes a few seconds for the list to show up every time. might be a minor inconvenience there for certain people.
anyway, i think, under play (unranked arena), we get a two check boxes, strong hold and conquest. so that would allow players to queue for strong hold only, conquest only, or both.
well, why not introduce a new check box option?
say, lets call it “makingmakingless mode” or instant arena or random arena, which is basically a quick mode instead of the more than two minutes average queue time to wait for the non functional match making system to gather up ten people and then wait another two minutes in the map before a game actually begins.
the current system forces ten players to wait at least 4 – 5 minutes before a match can begin. at least 2 – 3 minutes in the heart of the mist (pvp lobby) and another 2 minutes after loaded into the map.
all that time lost, just to play a conquest mode with an average play time of around 10 minutes if the game is rather balanced. blow out matches may end much faster.
this is not productive and time wasting.
plus, the match making is terrible, i heard.
why not introduce a instant or random arena (quick mode) check box and have it checked by default.
it does the following:
- immediately gathers 10 people who queued with the instant / random arena (quick mode) check box checked, ignores match making searches, this will ensure almost instant queue pops provided at least 10 people queued with quick mode
- shuffles these 10 people into 2 teams based on their experience (total games played) so each time will have similar experience
- 10 seconds count down once all 10 players have loaded into the map
this way, matches can possibly start within 1 minute instead of 4 -5 minutes.
what do you think?
discuss!
(edited by Deimos Tel Arin.7391)
those custom servers are created by pve purist for pve purists.
them pve purists down right refuses to participate in pvp, despise pvp, disgusted by pvp, but somehow they wanted a few pieces of the pvp daily achievements pie as well.
maybe they are just lazy to do the pve daily achievements.
among all 3 daily achievements, pve, pvp, wvw.
the pvp daily achievements are the easiest to complete.
you can complete all 3 or 4 pvp daily achievements just by sitting in the heart of the mist (pvp lobby) without having to travel around tyria.
i think pve daily achievements require them to travel around.
wvw daily achievements involve pvp so they would like to avoid that.
hence, those who can afford it, bought a custom arena for themselves and made daily servers.
look, think, very carefully now.
when the necromancer gets transformed into a moa, against the necromancer’s own will.
it is very natural for the necromancer to lose all access to all necromancer abilities for the duration of being forcefully transformed into a moa.
when the necromancer loses all access to all necromancer abilities, it is only very natural that the necromancer cannot use the necromancer healing ability or utilities or elite.
so yes, this means losing control of all summoned minions as well.
this is working as intended.
do you understand?
because it is working as intended.
nothing wrong there.
move along.
both lich and rampage are fine and balanced.
tornado needs to be buffed though.
You know this skill needs some work when Engineers flip out because they are trying to go into Rampage only to be turned into a Tornado.
Its like the game is laughing at you, thats when you know, Tornado needs help.
aye you read my mind.
this is the main reason why i’m asking for tornado to be buffed.
when i gulp down elixir x and rampage then happy stomping time.
but … tornado-ed … gg no re.
Maybe also remove the innate slow on tornado, it’s really painfull to watch.
hmmm whats the innate slow on tornado about?
thanks again for the feedback!
keep them coming!
as there is a fresh topic asking for removal of the tornado elite transform, it is very obvious that tornado needs a buff.
my revised proposal.
simple and sweet.
feedback appreciated!
update 2 @ 22 july 2015 -
okies its time for another update to the proposal.
i removed unblockable and reduced launch range to 200.
Tornado
“Gain stability and shape-shift into a tornado that damages and launches foes.”
Damage: 271 ??? (unknown formula)
Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
Launch: 200
Number of Targets: 5
Boon Application Interval: 3 s
Duration: 20s
Stability and Damage Pulse: 3s
Radius: 240
Combo Field: Lightning
Combo Finisher: Whirl
Notes:
While in Tornado form, both base Vitality and base Toughness are doubled.
changes:
- launch range reduced to 200
- removed unblockable
- base duration increased by 5 seconds to 20 seconds total
- base vitality x2
- base toughness x2
discuss!
its good fun in hotjoin for me.
eh, so mecha legs have both 25% move speed and -33% reduction ?
nearlight, this is a question topic btw hahaha
the 25% movement speed does not seem to be there.
what about the movement imparing conditions -33% duration ?
would be a nice motivation if dungeon story mode gave dungeon tokens to those who are repeating them
1) no, cele amulet is balanced
2) no, pack runes is balanced
3) no, fire air runes are balanced
4) yes, more please
5) yes, more please
My point is even more fundamental. Why should I have to PvE get PvP rewards? PvP players can even get legendaries without ever stepping into a PvP arena.
because those are actually pve rewards
nah, dun remove, buff it.
- triple base vitality
- double toughness
- lower recharge time
- 25% damage received
then its good to go.
you forgot to mention that warrior is much lower in the tier when their rampage is on recharge, or non rampage warriors.
and why it is not appropriate ?
if you do not give the engineer conditions in the first place, there will not be any conditions to convert into boons.
further more, boons can be very easily removed.
there is counter play.
this is working as intended.
noooo we can’t have that.
it would be too confusing for new players to comprehend.
/s
well, he does have a point.
WvW uses PvE stats after all.
Already in game pretty much, just would need to be activated for spvp.
ah, i see, thanks for sharing!
but that one is aoe attack, and the down time is quite long, at 6 seconds.
a single target version would be nice though.
lets look at sigil of doom
https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Doom
“Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds).”
(Cooldown: 9 Seconds)
(0.06 * Condition Damage) + 33.5 per stack per second at Level 80
so every 9 seconds, it would do, at
0 condi damage, 33.5 × 6 = 201 poison damage
1000 condi damage, (1000 × 0.06 + 33.5) x 6 = 561 damage
what if there is a on crit version of it ? say,
“60% Chance on Critical: Inflict Poison (2 Seconds)”
(Cooldown: 3 Seconds)
if it activates every 3 seconds, every 9 seconds, it could do, at
0 condi damage, 33.5 × 6 = 201 poison damage
1000 condi damage, (1000 × 0.06 + 33.5) x 6 = 561 damage
hey! it does the same damage! why don’t we have a on crit version of it too ?
for example,
Superior Sigil of Poison
“60% Chance on Critical: Inflict Poison (2 Seconds)”
(Cooldown: 3 Seconds)
well, or any other better name.
discuss !
hmmm how would it violate any codes of conduct ?
hello, fellow pvp forum people!
question!
how many pvp forumers here play hotjoin mainly?
me!
well, in the past, i participated in some solo arena and team arena before they merged these two and gave birth to unranked arena and ranked arena.
i did some ranked arena during the first test season, and some unranked arena when i feel like it. but most of the time i was in hotjoin.
my gaming hours are very limited so i do not wish to wait for long queue hours.
the hotjoin server browser is much faster than the queue waiting time.
so, how many of you are out here?
i know liewec is one, and i think perhaps zietlogic too.
discuss!
okies, thanks for the feedback, everyone.
perhaps reverting it to before is not possible, since things, once changed, do not un-change. this is the culture here.
what about, empty melee auto attacks reduce remaining blind duration by 1 second ?
would that be a bit more fair?
blind was underpowered back then so they buffed it. in gw1 you had 90% chance of missing for the while blind duration, be happy that we have what we have.
yes, back then, blind spam was still tolerable as only thief was the one able to spam lots of it. but nowadays, mesmer can spam blind a lot and i think ele is also be able to do the same as well ?
yes, i still remember the horrible -90% miss blind in gw1. ele with air magic blinding flash can perma shut down one warrior. i’m glad i’m out of gw1 for good.
no, we must never be happy with what we have.
we keep asking for better!
if we’re blinded and we swing our melee weapons in the air, blind will be removed.
blind behaved like this since beta weekends 3 years ago, i have no idea when blind was ridiculously buffed to behave like a reverse aegis.
as of now, if you are blinded, blind will not be removed on empty melee auto attacks in the air, you actually need to be next to some enemy or hostile attack-able item and attack, only then blind will be removed.
this is ridiculous, and unacceptable.
blind should be removed by empty auto attacks.
discuss!
update:
okies, thanks for the feedback, everyone.
perhaps reverting it to before is not possible, since things, once changed, do not un-change. this is the culture here.
what about, empty melee auto attacks reduce remaining blind duration by 1 second ?
would that be a bit more fair?
(edited by Deimos Tel Arin.7391)
yes, i want that as well, but “unfortunately” it would be “too confusing for new players” to handle. more amulet choices might be the only thing we might ever get in the future.
That it’s the biggest load of kitten excuse ever (not blaming you, I know ANet said it). New players have to figure out stats from multiple items in PvE, which is where ANet forces them to start anyway. The most confusing thing for new players in PvP is finding the button that lets them change their PvP build. After that, it’s pretty simple to figure out. And frankly, that’s a lot simpler than scrolling through 50+ amulets.
indeed. hmmm i think the real reason is “balancing woes” and someone claimed that the current rigid amulet choices make it easier for balancing and so on.
I don’t see the point.
why not?
what the? since when was blind buffed ?
https://wiki.guildwars2.com/wiki/Blind
“Blindness is removed after the condition’s time runs out, or after an outgoing attack that would have been successful if not for the blind.”
if we attack nothing, the blind will not go away?
hot join back in the old days before spectator mode was introduce was good.
people cannot switch teams, just rage quit, find another server.
auto balance will fix the match and everyone still continues to fight.
rewards were based on personal score, so people were always trying their best.
but then a lot of things was changed, and now we have a terrible hotjoin which is so bad. so bad … so bad …
This way, marauder amulet would give you maybe 10% more crit than now, so increasing base % and decreasing points needed in order to gain % is just inviable, the two increased or the two decreased…
EDIT: I thought it was 18 points, not 21… that said, I agree 20=1% is way better for calculations, but then it should be decreased into a 0%… All in all, if you can get Fury you gain a 20% crit without any prec, not that bad
just 8.5 % more.
currently, base critical chance at 1000 precision is 4% and every 21 precision after that gives 1%
mara amulet gives 1050 precision or 50% critical chance increase 1050/21 = 50
if base critical chance at 1000 precision is 10%, that be a 6% increase and every 20 precision gives 1% , 1050 precision would become 52.5% critical chance so a 2.5% increase hence 6 + 2.5 = 8.5% critical chance increase, well, close enough to 10% anyway though.
yes, fury gives 20% flat which is a nice boon to have.
still i wish the base critical chance would be higher than 4% though.
1 in 25 is just too low.
If we’re going to make things round numbers, I’d like to make the base chance at 5%. That’s 1/20 hits is a critical chance. In my opinion, 10% base is just slightly too high.
As for the calculation, 20 points per 1% chance sounds fine. It is curious why it’s 21 instead of 20.
hmmm 5% seems fair as well. better than 4% anyway.
thanks for the feedback!
Honestly I’d rather they reintroduce jewels, then people will get a little bit more choice and customisation without them needing to have 30 different amulets.
i love that too, unfortunately, it will not happen.
so imma beg for more amulet choices instead.
I want one called necro_power: with power, healing, crit, vitality, toughness
One called necro_hybrid: power/crit/condi/toughness/vitality
and one called condibomb: Crit/condi/toughness/vitality/condi duration
aye, thanks for the feedback, do you mean
necro-power 900 power, 900 healing, 560 precision, 560 vitality, 560 toughness
necro-hybrid 900 power, 900 precision, 560 condi, 560 toughness, 560 vitaility
condibomb 900 precision, 900 condi, 560 toughness, 560 vitality, ???
hmmm sorry i dunno how to include condition duration into amulets.
by the way, i think you need better names.
For the sake of equality and to be somewhat interesting, I’d like to see that all stat combinations give equal amount of total stats.
Maybe players could have 3-5sliders that they can customize and choose exactly how much and what stats you want, that way meta builds would only be meta suggestions and players could modify stat outputs regarding their skills.
well if all the numbers are same, then it would not be equal, because 1200 and 560 is quite a big difference in number.
the 3 stats amulets have lower total number because they have much higher number in a single stat.
sliders, customization are good, but we will not be getting that, because it is too confusing for us, unfortunately.
lets ask for more amulets options and perhaps our request might be entertained one day.
They should just give a new window with 3500 stat points and let us allocate them in sets of 100 with a max cap of 1200 and call it a day. Classes with extreme low hp or armor have little to no options depending on the build.
yes, i would want that as well, but unfortunately, it will not happen.
i will keep on asking for new amulet choices though.
Just split the amulet stats into multiple items so players can pick and choose until they have a combination of stats which fits their build. It’s a lot easier than having 100+ amulets for every possible combination.
yes, i want that as well, but “unfortunately” it would be “too confusing for new players” to handle. more amulet choices might be the only thing we might ever get in the future.
Yes and we all know how much everyone loved it how engineers could have that awesome burning proc every 10 seconds without screwing up their build pre-patch.
what do you mean? engineer still burns every 10 seconds.
Lol
Can we also have Rune of the Fireman with sixth bonus, -100% burning duration then?
-100% burning duration is too powerful.
perhaps -50% ?
or -20% or -25% burning damage instead?
NO.
Granting more types of conditions contributes a huge power boost to builds which don’t have that condition. Though not as much anymore with the condi stacking, it’s still powerful.
but if you look at my example above, bleeding still do more damage.
and the numbers can be tweaked
You know how there’s a runeset that extends the duration of every condition? Well there’s no rune like that for immobilize! Immobilize is a condition isn’kitten I think we should have a runeset that extends immobilize duration by 45% and a random chance when struck to apply immobilize for 1 second on a 10 second cooldown!
Wahoo! Bye frands!
45% is too much maybe 20% or 30% would be more fair.
we do have a sigil that increases stun duration by 30% so perhaps it might be fair for immobilize to have a 20% sigil since it is more easily applied than stuns ?
1 sec immobilze on a 10 second recharge might be too fast. perhaps a 20 second recharge ?
since the new patch, we have 3 stats amulets (3000 stat points total) and two 4 stats amulet (3220, 7.33% extra points) and one 7 stats amulet (3920, 30.67% extra) and since we cannot customize our stats as we wish, we might as well ask for more stats combinations?
anyway, what do you think of 5 stats amulet? could they work?
say if we refer their formula,
lets look at their points distribution,
00.00% – 3000 – 3 stats – 1200 900 900
07.33% – 3220 – 4 stats – 1050 1050 560 560
30.67% – 3920 – 7 stats – 560 560 560 560 560 560 560
so it appears that 1200 is the highest while 560 is the lowest.
and from 1200 to 1050 they subtracted 150
so if we try to replicate their formula for 5 stats amulet,
we might get …
00.00% – 3000 – 3 stats – 1200 900 900
07.33% – 3220 – 4 stats – 1050 1050 560 560
16.00% – 3480 – 5 stats – 900 900 560 560 560
24.67% – 3740 – 6 stats – 750 750 560 560 560 560
30.67% – 3920 – 7 stats – 560 560 560 560 560 560 560
anyway, lets ignore 6 stats amulets for now and talk about 5 stats amulet.
say, if the stats distribution for 5 stats amulet are
900 900 560 560 560
what attributes would you want?
how would you name them?
do you want 5 stats amulet?
do you think they can work?
for example,
i may want
900 power, 900 precision, 560 ferocity, 560 toughness, 560 vitality
i’ll call this legionnaire amulet maybe?
not sure if it will work or not, might not be able to do that much damage when compared against others but it does have some extra health and toughness though.
thanks for reading!
discuss!
21 jan 2016 update:
i came up with the following 5 stats amulets for them to consider:
the sub par bruiser
900 power 900 precision 560 ferocity 560 toughness 560 vitality
the not quite viper yet somewhat tankish
900 power 900 condition damage 560 expertise 560 toughness 560 vitality
the dire who crits somewhat
900 power 900 condition damage 560 precision 560 toughness 560 vitality
the mediocre healer with some crit
900 power 900 healing power 560 precision 560 toughness 560 vitality
and a few more:
the wannabe tank
900 power 900 toughness 560 precision 560 healing power 560 vitality
the wannabe sentinel
900 power 900 vitality 560 precision 560 healing power 560 toughness
the new minstrel
900 power 900 healing power 560 concentration 560 toughness 560 vitality
and another!
the wannabe commander
900 power 900 precision 560 concentration 560 toughness 560 vitality
newest addition:
the wannabe cavalier with some crit
900 power 900 ferocity 560 precision 560 toughness 560 vitality
three more:
the even more sub par bruiser with some healing
900 power 900 precision 560 healing power 560 toughness 560 vitality
the even more sub par bruiser with some condition damage
900 power 900 precision 560 condition damage 560 toughness 560 vitality
the crusader wannabe with some precision and vitality
900 power 900 toughness 560 healing power 560 precision 560 vitality
suggested by Wolfric.9380
the condi tank with some precision healing and expertise
900 Condition, 900 Toughness, 560 Precision, 560 Healing, 560 Expertise
another one joins the fray!
the vigilant wannabe with some vitality
900 Power 900 Toughness 560 Expertise 560 Concentration 560 Vitality
newest:
the mercenary wannabe with some healing
900 power 900 condition damage 560 healing power 560 toughness 560 vitality
24 jan 2016 update:
renamed the topic since everyone are kittens who cannot appreciate the introduction of 5 stats amulets. no choice but to do it alone by myself now.
proposed by Xanctus The Dragonslayer.2318
The Protector Amulet
900 power / 900 precision / 560 concentration / 560 toughness / 560 ferocity
The Corrupted Amulet
900 condition damage / 900 vitality / 560 expertise / 560 concentration / 560 precison
The Druid Amulet
900 healing power / 900 vitality / 560 precision / 560 concentration / 560 expertise
The Water Amulet
900 Healing Power / 900 Concentration / 560 toughness / 560 power / 560 expertise
(edited by Deimos Tel Arin.7391)
we have sigil of earth that applies bleeding, why not burning?
sigil of earth
60% Chance on Critical: Inflict Bleeding (5 Seconds)
(Cooldown: 2 Seconds)
bleeding damage
(0.06 * Condition Damage) + 22 per stack per second at level 80
so at 0 condition damage, 5 seconds of bleeding would mean 5 × 22 = 110 damage
at 1000 condition damage, 5 seconds bleeding be 410 damage
say, over 10 seconds, if this sigil activates 5 times,
0 condition damage, 25 seconds bleeding be 25 × 22 = 550 bleed damage
at 1000 condition damage, 25 seconds bleeding be 2050 bleed damage
burning damage
(0.155 * Condition Damage) + 131.5 damage per stack per second at Level 80
0 condition damage, 1 second burn = 131.5 damage
1000 condition damage, 1 second burn = 286.5 damage
if we have a burning sigil, 50% activate, 2 seconds cool down, burn 1 second,
if within 10 seconds it activate 5 times, then it means
0 condition damage, 5 second burn 131.5 × 5 = 657.5 damage
1000 condition damage, 5 second burn 286.5 × 5 = 1432.5 damage
sooo …
why can’t we have a sigil of burning?
for example,
Sigil of Inferno
60% Chance on Critical: Inflict Burning (1 Second)
(Cooldown: 2 Seconds)
discuss !
base crit 4% is wrong, it should be 7.52% as the increase in base precision from 926 to 1000 would see some increase in the base crit chance as well.
also, every 21 precision for 1% critical chance is too confusing for new and old players.
before the patch where base stats such as power precision toughness vitality were at 926, the base critical chance rate was 4% and every 21 precision adds 1%
after the patch, base stats power precision toughness vitality were raised to 1000 but the base critical chance rate remains at 4% where instead it should be (1000 – 926) / 21 + 4% = 7.52 % but somehow it still remains at 4% so the extra 74 precision is useless.
a base critical chance of 4% at 1000 precision is really low and not fair to those who did not take amulets without precision, and amulets combination are not very good.
instead of 4% base critical chance, how about we raise the base critical chance to 10% so those who did invest much in precision amulets have a slightly higher chance to score some random critical hits too.
with this, at least one in ten might be a critical hit. as it is now, at 4%, one in twenty hits may be a critical hit.
while we’re discussing this, we might as well make it such that every 20 precision points increases the critical chance by 1% and not 21 precision.
why 21 ? such an odd number.
with 20 precision per 1%, calculations would become much easier.
for example, signets that gives 180 precision, we would know straight away that we could gain a 9% increase in critical chance.
runes of the pack which gives 125 precision would means 12.5% critical chance increase.
i thought the goal was to make things easier for new players to understand, surely with this move, by making it 20 precision per 1% critical chance would makes things much more easier for new players to comprehend.
thanks for reading!
do you agree?
yes? no? why?
discuss!
(edited by Deimos Tel Arin.7391)
i think both warrior shield skills 4 and 5 are fine.
like YuiRS.8129 have said, a range increase on #4 shield bash and recharge time reduction of 5 seconds on #5 shield stance would be nice enough.
there’s a similar one currently in the gem store but a golem does it for you.
thanks everyone for the feedback!
i have a revised proposal!
after some thought, perhaps adding more damage is not suitable, since the arms specialization is mostly about critical chances, conditions, adrenaline management so here is my revised proposal for burst precision.
Burst Precision | Warrior | Arms | Grandmaster | Major
“Burst skills have an increased critical chance. Gain fury when you hit with a burst skill.”
Critical Chance Increase: 100%
Fury (10s): 20% Critical Chance
discuss!
by the way, as my other topics were wrongly merged into this, i will have to start new separate topics for them again.
I would still take “Heightened Focus” or whatever it’s called over it.
what if merciless hammer instead increased hammer attack speed based on adrenaline level ?
for example,
Merciless Hammer | Warrior | Discipline | Grandmaster | Major
“Hammer damage is increased when attacking a foe that is dazed, knocked down, launched, or stunned. Reduces recharge on hammer skills. Hammer attack speed is increased based on adrenaline level."
Damage Increase: 20%
Recharge Reduced: 20%
Adrenaline Level 1: Increased Attack Speed 5%
Adrenaline Level 2: Increased Attack Speed 10%
Adrenaline Level 3: Increased Attack Speed 15%
note: this topic is placed here to seek feedback from non necromancer players as well.
death perception is okay, but other traits are better!
besides, everyone else is getting damage buffs!
buff please!
from wiki:
https://wiki.guildwars2.com/wiki/Death_Perception
currently,
Death Perception | Necromancer | Soul Reaping | Grandmaster | Major
“Increases critical-hit chance while in shroud.”
Critical Chance Increase: 50%
i propose:
Death Perception | Necromancer | Soul Reaping | Grandmaster | Major
“Increases damage and critical-hit chance while in shroud while above the life-force threshold.”
Life Force 0%: Damage Increased 10% , Critical Chance Increase: 50%
Life Force 25%: Damage Increased 15% , Critical Chance Increase: 75%
Life Force 50%: Damage Increased 20% , Critical Chance Increase: 100%
discuss!
Can I have +20% damage in Death Shroud from Death Perception too?
sounds good, imma gonna make a new topic for that too!
everyone needs more buffs !
maybe we can make it deal extra damage based on lifeforce threshold ?
say
+10% / +15% / +20%
25% / 50% / 75%
fair?
yes, i’m pumped!
imma new new buff request topics!
burst precision is too weak! buff please!
from wiki:
https://wiki.guildwars2.com/wiki/Burst_Precisioncurrently,
Burst Precision | Warrior | Arms | Grandmaster | Major
“Burst skills have an increased critical chance.”
Critical Chance Increase: 100%pales in comparison against other grandmaster traits.
lets buff it!I present you
https://wiki.guildwars2.com/wiki/Hidden_KillerA Similar Thief Trait in, in the same position which it doesn’t pale in comparison to.
Hidden Killer | Thief | Critical Strikes | Major
“Gain bonus critical-hit chance while in stealth.”
Critical Chance Increase: 100%So while you’re making a case for Warrior go ahead and consider this one as well.
hmmm thanks for the feedback but i don’t play thief very often.
you are correct though this thief grandmaster trait is certainly quite lackluster in features. perhaps adding another feature to it may be fair.
regain endurance ?
regain initiative ?
reduce charge time on steal ?
gimme some feedback regarding that and i’ll gladly start a new topic for hidden killer.
edit:
what if, hidden killer also did extra damage based on current Initiative remaining ?
extra 10% , 15%, 20% etc
4 / 6 / 8
(edited by Deimos Tel Arin.7391)
note: this topic is placed here to seek feedback from non warrior players as well.
thick skin is a really useless minor trait.
however, it has been buffed 20% recently, quite generous?
no! it used to give 100 toughness when your health is over 90% but now it gives 120 toughness instead. still useless.
from wiki:
https://wiki.guildwars2.com/wiki/Thick_Skin
currently,
Thick Skin | Warrior | Defense | Adept | Minor
“Gain toughness while your health is above the threshold.”
Health Threshold: 90%
Toughness: +120
it is useless, the extra +120 toughness is only good for the first hit and it does not reduce much damage at all. lower the health threshold and increase the toughness bonus drastically.
i propose:
Thick Skin | Warrior | Defense | Adept | Minor
“Gain toughness while your health is above the threshold.”
Health Threshold: 75%
Toughness: +300
now the figure seems more fair. 75% health threshold is a bit more fair and the extra 300 toughness will make a difference. now it truly can be called thick skin.
discuss!
note: this topic is placed here to seek feedback from non warrior players as well.
merciless hammer has been nerfed so many times in the past, and now it has been ridiculously shoved into grandmaster tier! it was a major tier trait! buff please!
from wiki:
https://wiki.guildwars2.com/wiki/Merciless_Hammer
currently,
Merciless Hammer | Warrior | Discipline | Grandmaster | Major
“Hammer damage is increased when attacking a foe that is dazed, knocked down, launched, or stunned. Reduces recharge on hammer skills.”
Damage Increase: 20%
Recharge Reduced: 20%
it is good, but it was a major tier trait!
and it underwent many unjustified nerfs!
i propose:
Merciless Hammer | Warrior | Discipline | Grandmaster | Major
“Hammer damage is increased when attacking a foe that is dazed, knocked down, launched, or stunned. Reduces recharge on hammer skills. Earthshaker stun duration increased based on adrenaline level.”
Damage Increase: 20%
Recharge Reduced: 20%
Adrenaline Level 1: Stun Duration Increase 1 s
Adrenaline Level 2: Stun Duration Increase 1½ s
Adrenaline Level 3: Stun Duration Increase 2 s
discuss!
note: this topic is placed here to seek feedback from non warrior players as well.
burst mastery is good, but other traits are better!
buff please!
from wiki:
https://wiki.guildwars2.com/wiki/Burst_Mastery
currently,
Burst Mastery | Warrior | Discipline | Grandmaster | Major
“Burst skills deal more damage and restore adrenaline on use.”
Damage Increase: 7%
Stage 1 Adrenaline Restored: 3
Stage 2 Adrenaline Restored: 7
Stage 3 Adrenaline Restored: 10
it is good, but there are better traits!
i propose:
Burst Mastery | Warrior | Discipline | Grandmaster | Major
“Burst skills deal more damage and restore adrenaline on use based on adrenaline level.”
Adrenaline Level 1: Adrenaline Restored 3 , Damage Increase 10%
Adrenaline Level 2: Adrenaline Restored 7 , Damage Increase 15%
Adrenaline Level 3: Adrenaline Restored 10 , Damage Increase 20%
discuss!
notes:
1. this topic is placed here to seek feedback from non warrior players as well.
2. please do not merge this topic as this discussion is about burst precision only
burst precision is too weak! buff please!
from wiki:
https://wiki.guildwars2.com/wiki/Burst_Precision
currently,
Burst Precision | Warrior | Arms | Grandmaster | Major
“Burst skills have an increased critical chance.”
Critical Chance Increase: 100%
pales in comparison against other grandmaster traits.
lets buff it!
i propose:
Burst Precision | Warrior | Arms | Grandmaster | Major
“Burst skills deal more damage and have an increased critical chance based on adrenaline level.”
Adrenaline Level 1: Critical Chance Increase 50% , Damage Increase 10%
Adrenaline Level 2: Critical Chance Increase 75% , Damage Increase 15%
Adrenaline Level 3: Critical Chance Increase 100% , Damage Increase 20%
discuss!
update:
after some thought, perhaps adding more damage is not suitable, since the arms specialization is mostly about critical chances, conditions, adrenaline management so here is my revised proposal for burst precision.
Burst Precision | Warrior | Arms | Grandmaster | Major
“Burst skills have an increased critical chance. Gain fury when you hit with a burst skill.”
Critical Chance Increase: 100%
Fury (10s): 20% Critical Chance
discuss!
by the way, as my other topics were wrongly merged into this, i will have to start new separate topics for them again.
(edited by Deimos Tel Arin.7391)
how about make it apply vulnerability on auto hit ?
nice song and video! thanks for sharing!
the necro and warrior dueling are friends ?
diamond skin is fine, balanced and working as intended.
counter play is control skills plus direct burst damage.no, i dun play an elementalist.
Yeah…
The problem is that a flat condi build doesn’t have the direct burst damage to overcome Diamond Skin. Therefor the condition application and damage of the condi build never comes into effect. The ele can easily outheal any direct damage the condi user might apply.
guild wars 2 sPvP is a team game, not 1 vs 1.
get another team mate who specializes in burst damage to drop the ele to below 90% then unload your conditions.
diamond skin is fine, balanced and working as intended.
counter play is control skills plus direct burst damage.no, i dun play an elementalist.
I always see you commenting how some broken thing is totally fine.
Come on, even most elementalists admit that Diamon skin is just a horrible design and want it to get reworked.
because diamond skin is not broken.
if it is not broken, do not fix it.
it is working as intended.
you want to complain about useless traits?
see how useful thick skin is.