It should definetely be better, just keep in mind EU has big lagspikes and frequent dcs
I think condi ele deserves its own topic.
With game getting better and fear mark, pin down, ranger lonbow shot, flame thrower air push… all getting at leat 3/4s cast animations.
I realy think the rifle also needs this as its 3s / 15s CD knockback is really too much.
Also 20s CD as its a too long kockdown in teamfights.
Please write your supportive opinions, any negative feedback will get u banned.
So are those rules just for the NA weekly gems tourny?
^ lol again . The fact that we are forced to random dodge RP is already a big indicator of imbalance.
1) random doge , 5/8 classes have vigor , the current topic is teef trait that gives basicaly unlimited randm doges (intentionaly speled wrong cz much wow)
2) headshot from 600+ range – This needs a video just to show how stupid it looks
3) Agressively charge in like a sizer , probably eating RP + nightmare = 3+3=6s fear….. then press agility signet to refil dogemeter and dont even waste a stunbreak
Is any of theese hard to pull of?
Is the control of fight in hands of necro or thief?
Considering you pushed and got a decap, how long do u think is it fair, for a zerker squish like thief, to even hold the node decaped if not even killing the guy?
Did you or did you not, just waste necro 60+90s CDs and made him a sitting duck for next fight or you getting backup?
Can you still runaway and +1 gank someone elsewhere?
(edited by Flumek.9043)
What is the logic behind repears protection? There is no skill spamming auto fears with no counter play.
I think you just asnwered your own question by playing a class with even less counter play and skill.
RP is actualy balanced and decently designed -considering the proocing nature of the game. Nightmare runes are the bull kitten.
Counterplay?
a) hmm my enemy may have a 60 CD up…. lets use one of +3 ways to counter that
b) hmm my enemy is random dodging while dealing dmg and i know he will never run out of it…. but its balanced cz i prayed to lord RNGessus before game.
wow, i totaly forgot that was for all venoms, definetly not what teef needed
The biggest change is staff.
To keep it real, condi has and is only viable role, which is always lacks life force and has a awfully horrible snowball mechanic if u die and start with 0% LF. If it helps you land just 2x more hits – thats +8% LF to every condi build we have.
To dagger#2.
Our only semi-viable dagger builds were zerker. I still think dagger#2 will have a too long start casting time , you simply eat too much dmg during the chanel for what u get…. Like you would gain more dmg and more survival if u keep AA and get life force.
Use dagger#2 only as “gap closer” and proccing air/fire if target is running. 300hp more on zerker and clunky skill is nothing
Also, they (again) added absolutely nothing beside stuff they mentioned in the previews funny how they still always get me on this topic
(edited by Flumek.9043)
We had 1 year of only ESL weekly on thursday and now recently a big Anet tourny every few months.
Since we now have a real competitive weekly/monthly tournament system, I understand and its reasonable for shoutcasters to focus their time on those. A bit sad to not have anything to watch on thursday but ok.
Also, great idea on the ban.
Top teams should focus on money tournys, and newer and middle tier teams get the gem tournys for their playground.
I played power nec for almost whole last year. What ur trying didnt work in my experience.
You either go all-in aoe burst, with double wells. There u play like a helseth with axe or scepter +staff at range. You wanna be in teamfights but ur teammates must cover u hard and u need to kite a lot
Or you take leetos variant. Its a more allround and survivable spec, there u want to be in favorable 1v1 and 2-3v3 max.
Taking 1 targetable well and 1 stunbreak just never worked for me, on any weaponset i tryed, but it always came down to those 2 builds.
Warrior – signet of passive
Ele – signet of slightly less passive
Guard – block
Thief – (withdraw which is what over 50% players use)
Engie – possible in theory , in reality its just too short
I think 5/8 classes having uninterruptable heal skills is totaly fine and promotes amazing gameplay. Too bad the ranger spirit isnt OP.
P.S. consume is actualy fine – strong but with obvious counterplay. And necro has very little defense or mobilty to LoS cover it.
Ehm have i been missing some actual number math that proves this?
Or have i been playing the game wrong?
Well i mightve went overboard. For that i can apologize , its not aimed at ur gameplay.
But i just cant see it as anything but a stupid idea.
The main thing again is that armor class plays no actual role, beside being a free buff to G&W.
Okay u have ur 3×3 = 9 equality …wel why not have 10x classes, so its round number ? Will be next stupid question.
A heavy just for sake of being heavy is pretty pointless. A lot better is telling what role none of the proffesions fill and why we need it. Granted, youll at best see it as a new weaponset for a current proffesion, but that way youre having a meaningful argument.
Does this mean the thursday weekly for gems is over ?
How do you even come up with this stuff ?
Why do you need it ?
Are you a bored pve idiot who has nothing else to complain about cz no endgame?
-all themes are filled and ok
-most want more frequent balance and new weapon/utilty skills added
- 9x classes competing for 5x party and team spots? Just sayin
- BEST OF ALL : ARMOR CLASS IS UNFAIR AND USELESS you have no drawbacks, just +200 free armor
For most balancing its healthpool size and the active defense the arenagods bless your class with. Heavys have most decent looking skins. And finaly,
DO YOU FEEL THE GAME (ANY ASPECT) IS LACKING GUARDS & WARRIS ? YES ANOTHER HEAVY PLZ
Agreed. (ofc with “good” nerf to other OP stuff, but only on steal):
-The GM trait is simply killer.
1) keep the interrupt, but remove the CD reduction
2) put stabilty on lower priority so theres actual counterplay (larcenous → then interrupt steal)
3) and revert the LoS kittenbull, its only causing bugs and is totally unfair to land stuff though objects
Enough? too much? too little?
Remember the thread where someone asked what cast times can “reliably” be dodged/interupted?
-0.5s top players , if theyre totally waiting for it , even then not always
-0.75s same just more normal players, like just look – poeple still get hit by pin down half times
-1s+ here where anything can always be interupted if u have CD ready
Now take a look at your skil bar and tell me if you se anything above 0.75s…. (i do since #justnecrothings )
I would be interested in “how to build a team comp”.
Like, you have guest ROM, lets say hes ranger – who and how would he want with him a 5 man group? Same for necro and other “unusual” classes unlike current celestial dd ele who you can always take 2 if its not to out of meta maybe even starting up from power ranger, power necro, condi ele…
Also question on Eu/Na point of view on bunker guardian?
all underwater stuff is amazing.
Like mechanical wise, compare DS autoatack. Even if u remove the overpowered condition transfer and scale damage according to fire rate, its totaly superior for faster might stacking and less blind shutdown.
Oh and all the pbAOEs
The changes are all great.
Yes, it is still the terrible Trollhammer, where a casual vs pro matchup is 50/50 due to it being a total random ping pong fest.
But im seeing all fights lasting longer.
You can now maybe dodge canon twice – untill respawn comes back to canon room , no more 1s fights with stealth pulls , also you often need 2x CC skill to keep him in place in longer breaking pannels.
Also thank you for giving us the change now so we dont wait 2 weeks.
I agree with all changes but the engie shield one.
Side note: im a necro and nothing keeps me more viable than engies on my team supporting me and a engie on enemy team to nuke down but…
1) engie is already very strong: good CC and utilty on the shield + kits ofc..
2) the change was plain buff to something already good and working
just plain casualism and reduction of counter play – the engie having to stand still
what above guys told you is true, but hotjoin is generaly just terrible and you wil have a unleasant stupid eperience with it.
1) Play hotjoin untill you can 1v1 reliably ( winning good matchups, losing but holding or runing from bad, and 50/50 on even )
2) try watching a stream or duel servers to improve on point (1)
3) NEVER look at score system. Its literaly worthless for the general showing of skill, some1 holding a point gets less than some1 losing it 3x times for example. Its soo not showing anything useful, that when some1 boasts about score – its a 100% noob alert.
4) Learn general map movement patterns and who should be in 1v1 and who should be in 3+ teamfight
5) Go solo/teamQ. even solo in teamQ. Why?
All above will make u batter hotjoin player. You will farm hotjoin for mindless 100hours and get 5s more per win.
Or u can play the mode where poeple actualy try, earn more money, more reward track, faster ranks – a loss in teamQ > hotjoin win , and maybe ull even have fun gl
edit:
as for hotjoins, use them as a duel/time pass between que times.
Id take anything.
Even deleting it along with the 3pt minor to save 2x clicks, is worth more than they currently deliver.
For a TCG vs. Abjured scenario, they both need to win the upcoming WTS qualifiers + each win the chineese team right?
I pressume the WTS in beijing will be (china1 vs tcg) vs. (china2 vs. abjured) ?
How about experimental builds? Talk about advantages, disadvantages, and compare the build to more standard ones that work the most reliably.
Here is one I am experimenting with in WvW.
http://gw2skills.net/editor/?fRAQNBIhZakjmWbrtx3G+bUsLISmLFUBiMzHKXvF-TRyAABDcEAkRPAAnAACOEA6o+zjKBxZ/hzU+dwDAgUAeNsC-eI swap Spectral Walk for Grasp or Wall when I need to move but I cannot say this build has been particularly satisfying and would appreciate other opinions.
Take (II) over (IV) first soul reaping trait.
A soldier+ warhorn build easily camps DS long enough to not need reduced spectral CDs, as they would overlap. Same goes for protection boon. Enemy often open with a CC so u stunbreak, and then u have 15+ seconds of which you wont get protection if u use wall, so just keep in mind to not waste it as it doesnt stack.
Also, at that point, camping in DS with +50% crit is waay stronger than bigger marks or retaliation.
So if you wanna experiment but i warn u its harder and not so good results with a “ds swapping for fury” build absolutely add stabilty to it. It will help very much in wvw to stomp baddies who always fight u outnumbered.
Edit: almost 2k toughness, consider one of the % of toughness into something foods.
Otherwise, just take the mainstream +50% crit.
Gear should also be full power, full hybrid or full condi. Based on your traits, weapons, utilitys you should go the power route.
(edited by Flumek.9043)
On EU, necro is considered out of meta as teams get better results with proper coordination of mobilty + burst classes.
On NA, they play less team focused and go for more fights. There necro is strong in proper comp.
Now, leaving the eu>na aside, this rules apply in general:
-1v1
Has favourable matchups like engies or most zerkers. Can hold point for a while or maybe get decap with fear. 100% loses point and mostly dies to warrior – the biggest problem. Good teams outrotate with mobilty – you lose cz u cant escape and have to fight a fresh member.
2v2 / 3v3
The necro simply shines here. Its what the NA guys are going for- no bunker guard, 5 celestial/condi poeple who all deal dmg and fight on all points.
You can some1 , your aoes will probably weaken 2nd guy too, posion to prevent rezz, your teammate peels and holds point for you… and msot important DEATH SHROUD DEFENSE SCALLING. if u get chain stunned for 4s seconds and hit from 2 ppl, u maybe live. Chained and hit from 5 poeple? thats why invuln > big hp.
4v4 / 5v5 teamfight
While you do have great aoes, that will bring down whole team over time if the leave you – which wont happen
You can focus and pressure some1 well, but youre simply to exposed to a good focus spike.
You have home in decap danger and cant move to next point freely, if the fight changes position
The “Tournament of Glory” event in the top right can actually be clicked and takes you to the stream. I’ll do a better job of making that more clear the next time I get a batch of these implemented. All in all, I think it was a great start and a great test for the system.
The “yellow text” system alert is not something we want to use for these events, as those are broadcasted across the entire game, regardless of if you’re in a dungeon, doing living world, or whatnot. We want it to be as noninvasive as possible. Someone mentioned having an NPC in the Heart of the Mists that shouts upcoming events, and I think it’s an interesting idea. I’ll bring it up with the team.
Thanks for the feedback, I’m definitely listening.
Grouch, great job so far and hope they listen to you to improve pvp even further.
Now, a suggestion.
- A mail.
Thats it simple , its ingame and already well used.
Im a pvper and i didnt know what icon took you directly to stream if u clicked it ingame. So the mail could be a notifier a day before, that just circles the icon – like scouts in PVE show u where to go.
I think that wouldnt be invasive to anyone and while making it easier to find the stream for those interested. A pvp tournament finals are once every 3 months , while a pvp only player may get PVE living story mail every 2 weeks just saying
The devs all live in NA.
Pvp is a minigame to whole company.
Even from pvp team, most focus on general features, not on high rated balance.
Even grouch is only human, the best he can do is watch or ask poeple whats going on on EU. (and then share the results with his very pvp oriented boss ).
- Hammer damage reduction
- Hammer dodgeable
- Removal of 2/3 glass panels on side points , maybe all
I think those are realistic expectations.
The laggy jump pads and ALL points having awfull camera problems are a starting design flaw, it can only serve as a example of failure for future projects.
make good pvp players richer than 24/7 pve player.. like gw1
Oh, the dream of this being a thing.
But they have their hands tied probably, managers forcing down the casual road.
Revolution incoming (ReVo)
Proffessonal team pvp guild (Tpvp)
I think those 2 are the biggest casual pvp guilds, +100 members. Check the looking for team subforum for their threads on who to pm.
Oh forgot, those are on EU. You gotta write your region (maybe also rough average on ladder placement so ppl know what youre best looking for). gl
Then can I have Death Shroud piercing trait?
‘Cause it’s hella annoying fighting through 2-3 health bars in a fight while I’m melting to every condition in the game.
Side notes:
-theres just 2, not 3
-2 lifebars would mean they both fill up. DS prevents heals/regens and utiltys so its at best a longer semi invulnerabilty.
- condi necros have worst/non-existant life force generation…. 20% max + 30% from trait under 50% hp, in which case youre probably winning
- power necros have the great LF generation, 100-150% LF very possible, but they still get focused even easier and are as viable as a power ranger.
Actually i always wanted it to be other way around. It would be a nice defensive minor trait.
We have 1 low CD chill on our proffesion mechanic.
Often another on staff#3.
Focus 1,25 years cast time and spectral pull projectile problems so u can ignore them
With PoC I could easily see this be a bit over the top – especially with its current range ._.
The thing that is debatable is mobility, which they dont want to give any to necro and guard.
Keep mind, they recently made a clever teleport for guard meditation- it needs to hit an ally to teleport.
Its faster to hit, but no homing projectile means you need to hit the place in 3/4s. I think that part evens out.
Now the mobilty part – aka necro becoming as mobile as shortbow thief.
If they make it same as guard, so it need to hit something – not much will change honestly. In that case the unblockable homing projectile would mostly win.
The best thing IMO, would be to increase the CD. The whole point of what we lack is to slightly reposition yourself from a CC/immob chain.
Ofc youre wasting a offensive CD for defense / or vice versa but never both, so i think its good design – it forces choices.
The actual new cooldown?
12s traited would be a bit unfair for out of combat teleporting. 20s base (17s traited) would be long enough to prevent perfect overlapping with DS. It would also be used max 1x times when moving between points – a bit slower than a double phase reatreat.
Been said 2 years ago by the soac guys:
-Entire Curses traitline (#2nd line)
-Entire Soul Reaping trailine (#5th line)
They both provide fitting bonuses which can benefit both condi and power builds.
Sadly the other traitlines still pale to them. Theyre just there for their own niche traits (ex. well CDs). You could even delete all the minors and nobody would notice.
I prefer to use Staff instead Axe in a power build (WvW). has the double range, the AA has same damage, piercesand generates life force. And #2 is very easy to miss due direction and easy to dodge. Staff also have better utility.
The axe really needs to hit 3 foes on AA or/and a range increase.
Just wanted to remind you that the AA on staff is not equal to axe.
The staff has a 0,6 aftercast , meaning the firerate is actualy 1,3s . So the axe auto out DPSes staff by a lot.
Theyre both viable sets for power builds ofc.
Remember healing and siphons are different. Siphons damage while healing so the effective gap between yourself and opponents is double.
Its a double edge sword, working mostly against you.
Its easier to press a autoheal button and get guaranteed 100hp while in safe spot.
Siphon needs to hit some1 to get +50/-50 hp , for it to be actualy viable ( PVP only ofc, cz healing in PVE … )
it would need to be like +75/-75 hp .
But Arenanet favors passive warrior baddies and is scared of necro so the reality is closer to +25/-25 hp
PbAoE >>> anything. always.
The question is, is it worth having a 1 target pbaoe? Would 3 targets make it OP ? 3 targets but only 1x healing?
The best answer is to cut the starting cast time of the channel. Then speed up channel or add more targets if needed, but currently the skill is simply too big of a DPS/LF loss.
Most were hoping for faster channel animations with the feature pack 2, but necro just doesnt deserve the good stuff apparently.
All normal heals average at about 300 hp/s .
For necros, thats basically it. The regen is conditional and doesnt work in DS. And DS itself is therefore only a “longer invul” state, where you hope it lasts till your 25s heal comes up again…. and no interrupt ofc
All other “sustain demigods” usualy get:
+100 hps perma regen
+100 hps traited special regen (adrenal hp, backpack regen, water effect)
+ another small “burst heal” 100-200 hps (water 15, water dodge, elixir heal field, guard staff)
= they have 500+ hps, basically another heal.
Meanwhile, the necro gets a nerf to well of blood….
I dont see a problem with +4/8 classes having 30% invul uptime.
I also dont see a problem with perma passive +500 dps / +400 hps .
Predict the burst and preemptively dodge.
Or, to use professional terminology, luckdodge.
Its actually been called “random dodge” from the start, since 5/8 classes had perma vigor.
Or sometimes “random doge” when you want to apply on the “much skill” your opponent used to “randomly dodge” your attack
You are wrong actually. It is free on other professions. Take engineers elixir gun auto attack for example. It is not your bias that I refer to specifically. It is the fact that your justifying it with irrational and unfactual means.
Well, no. All I use is bold and underline , while stating truth and common known facts.
I only expect common sense from the reader.
BEEP! Youre wrong.
Everytime engineer is spamming elixirgun#1 , he is LOSING DAMAGE. so its not free. So he needs to at least get his condition damage front rolling, before he can be defensive on the direct damage part.
Same for staff earth ele.
If you want to complain about weakness spam, you should look at the necromancer.
The primary debuffer class. Since its my main, so i have most knowledge here, and you called it out, i will expand a bit:
- Old 60-100% uptime from weakn. shroud trait was said by a dev to be considered GRANDMASTER LEVEL . So it got nerfed to 20-30%
- a #5 skill, that gives 25% uptime , if the slow cast hits
- a useless GRANDMASTER for 25% uptime
- boon corrupts have priorties set very bad for necros. Like stabilty is last and might is also pretty low , so nothing beside 40s CD corrupt boon can get to it.
I am curious as to why it is a problem all of the sudden? Personally I think it is fine. I feel hammer skills are reasonable easy to avoid when needed.
Im not saying this is the most overpowered stuff on warrior. Healsig, 100% immunities (with point holding) , Cleanse Ire + Bow = ground l2p dodge …. All bigger stuff but theyve had plenty of threads on their own.
Given that the tittle sounds stupidly absurd – but is true ,
shows why many jumped on it.
If you’re going to paint such a biased picture then I’m just going to say stunbreaker, kiting, chill, criple, BLIND added to all those evades. I’m sure your class can do some of that, right?
Seriously, stop overexagerating just to make your point at any possible cost.
You should roll a warrior and learn a thing or two about them. It’s basically my main, but it’s also the class I find the easiest to play against when I’m on other classes.
Warrior was my solid 3rd/2nd… But i deleted him since everytime i played it , i shot up 500 ranks from my average.
Wait did you know that guild wars 2 has a dodge mechanic ? I know its crazy , you can actually dodge fierce blow. And unlike the other crap like IP it has animation!
Saying some1 to l2p, is totally valid point. If youre right. And youre double wrong.
1) 2x dodges – 4x hammer skillz – 1x bow skill – 1x everytime youre 130 range + X energyi sigil = _ ??
2) Theres actualy never been a scenario where a warior would even start with #2 its all gratis part of the wombo combo. And even if you live through 20s of hell , you cant try go to toe to toe, just because of this small sucke
Your being ridiculous. The list of skills that I can list that allow various profession to have 100% weakness up time is long indeed. There are auto attacks with wakness for goodness sake. Clearly your unreasonably bias here, or you wouldn’t be attacking warriors only for this.
The change to adrenaline has warrior in a very good place now, leave them alone.
My bias is that, warior doesnt need and gets it for free, while classes who do need it, get waaay less and have pay something for it.
- No trait investment
- No DPS rotation loss
- No CC chain rotation loss
- Too much uptime
- Way too much defenses already
- Enough “staying on target” potential already
FREE, COMPLETELY FOR ZERO PRICE OR DRAWBACK
- And most important part: In which lore book is warior such a strong debuffer?
All other broken , passive, everlasting , hardcounter 100% immunities aside…
Why does:
-the biggest hp + toughnes + healsig class
-on one of the better melee weapons
-which has 4x CC skils to start its wombo combo
- no DPS loss in using the skill, it rather goes well with swap sigil “abuse”.
-get such a huuuge weakness uptime? FOR FREE
The 4x cc skills are enough for the warior catch up to some1, not to mention on point fights(the less dodges). The armor and other defenses of the class are brokenly strong, why does it need extra protection against melee damage (the dmg reduction part).
EDIT: its hammer#2 , Fierce blow..
(edited by Flumek.9043)
its what everyones been asking for a good year and half.
The main benefits of this would be:
- necro being easier to balance, as min/max LF scenarios are closer.
- a workaround to the bug of losing 20% LF on respawn.
- less snowball effect in a already very snowbally gamemode
all but the healing stuff works, like sigil of blood – steal health on critical hit.
Youll do the damage part, but not the healing.
Moa, who do you think is last currently on top level, ranger or necro?
Im trying a soldier power necro. i have:
-pack rune, 6 curses, accuracy sigil = 31% crit
-fury from pack, fury trait
- +50% crit in DS trait
- 170% crit. dmg
weapons are axe/horn + dager/dager , so hitrate is fast, only that im often camping the slow ds#1 for a good 10-15s maybe 20.
I also use corrupt boon and PoC for boon corrupts, or dagger transfers, so poison should be enough.
Question:
What second sigil would be best?
Is air on such rate close enough over force?
Also my warhorn may proc its single target effect on a pet..