How is this balanced when all other passive permanent movement speed traits give 25%?
Buff the others or put this one in line.
Like everyone else is saying, it really should have a 60-75s base CD..
But I’m just happy we have it at all.
It’s surprisingly hard to find a build for this. Anyone have one? Top condi mes DPS for PvE.
I’d also like to push for the same idea for infusions, being able to select between your Agony infusion, or +5 pow, or +5 condi, etc.. should you actually pony up and buy them in the first place.
Outwitting the other players is still a form of PvP.
I don’t disagree at all and I think my new system would statistically express the value of this better than our current implementation.
I’d even be open to some gem store buy to allow this.
In it’s current state, conquest is won by score, not necessarily PvP.
We’re not talking about changing the mechanic of PvP. I’m not against that, but that’s an entirely different topic.
We’re talking about accuracy of the score board of our current game types..
This would reinforce bad habits just as much. Everyone would zerg bosses in forest. It would teach DPS to stand on point, which is not where they want to be. If it was based on who capped the node, everyone stands on point until it caps for credit and then runs to the next point.
Fixing the scoreboard would be nice, but there are so many other areas on which it’s better to spend limited developer time.
Go re-read the post.
Double capping is already rare in tournaments and NPC kills would give the same amount of personal points as they already do.
As for better development areas, this is the one area that effects all PvP players regardless of character type and all PvP maps.
From what I recall, the raid doesn’t require updraft skills, just gliding generally, though updrafts will let you get back into the fight quicker.
In the tongue boss fight, you jump off a ledge and due to gliding as we know it, you immediately begin to lose altitude. Without updraft, how do you propose the glider would regain enough altitude to make it back onto the same platform from which he started?
There are no other entryways onto that platform as shown in the trailer.
Do runes make legendary armor pointless? Swapping your stats isn’t so great if you have the wrong rune set in there.
As I understand it, when you swap stats on a legendary weapon, the sigil is unchanged and armor would work the same way. This is much less of an issue with sigils, although also important, as it is for an entire rune set.
I propose that they make legendary weapons and armor hold multiple runes so the user can activate them such as by checking a box. That would be truly legendary.
Can we change the score system from the current score-per-action to a team-point-yielded score sheet?
The change would be pretty straight forward. The new score would calculate how many points you’ve earned your team. This is not about who gets the biggest score, and more about giving players more accurate information that reflects their contribution for the team so they can make better decisions due to accurate knowledge of results.
Could people farm score? Sure, but they already do, and that type of behavior is fairly rare in unranked and ranked games. Players may even do so unaware that it’s negative for their team due to the lack of this kind of information (ie. 2 players capping a free node).
Conquest Example
– Player kill: 5
– Chief/Svanir kill: 25
– Lord Kill: 150
– *Temple buffs: all additional points awarded due to buff(s); kills and ticks
– *Node tick: per tick
*Nodes would be a bit more tricky. You could have all the points ticked on a node go to the player(s) that capped it (IMO, best choice), or you could award points to players on the node when in combat (ie. bunking).
You can’t get good at archery by shooting shots in the dark with your Wintersday earmuffs on.
We all know the score sheet in its current form never really tells the full story. You can farm a large amount of points without actually being very helpful at all and vise versa. The actual problem with the current system is that it provides the PvP community with poor information, reinforcing poor PvP habits.
Is that thief that keeps going far really a noob? How do we know if his feeding is worse than his yield over time? Is it worth fighting for that node? How many points did those buffs actually yield over time? We’re all making assumptions that we’re not mathematically sure about, and this information would absolutely change player behavior.
Most of you are not getting the point. We all know all beta progress gets lost (ie. masteries) when HoT launches.
The point is, how are you going to test max level masteries if we all just got reset? There’s not that much exp to get in beta Verdant Brink and there will be much less people doing the PvE there since they’ve already done it twice. Getting level 5 gliding was impressive even with a good map zerg afoot.
The solution is to give us all a kitten ton of mastery exp or just start us at 5/6 or even 6/6.
What “reasons”? Most use it to trade out gear, but you can hail the guild banker on any map and do the same.
You can’t put account bound gear in a guild bank.
The reasons are obvious. If you don’t want to move from your current PvE map location.
new maps > new lobby
That’s not exactly what everyone says about Skyhammer, Spirit Watch, Courtyard (actually, my favorite), or Strongholds in general.
If theyre going to force us to stay in HoTM, it better look great.
Many of us port to WvW to use crafting stations and banks, due to “reasons.” Since there are no stations in EB, will the new maps have them?
If you want to push PvP (and you do), give us a great place to do it.
I know this isn’t a top priority with HoT and Halloween around the corner, but maybe it should be. The expansion and the free2play change is bringing in a huge influx of players, and you can’t expect them to be impressed with HoTM in its current state.
PvPers deserve something beautiful and functional like new new Lion’s Arch. Make us “ooo” and “ahh” too.
HoTM usually gets some decor from Halloween and Winter’s Day. After the Winter’s Day wrap up, instead of reverting us back to the old HoTM, reveal a new and improved HoTM as a gift to PvPers. We’ve been fairly good this year.
PS. We want a cool jumping puzzle and our mystic forge back, or at least make conduits work in HoTM. Maybe even crafting. We all port to WvW to craft anyways.
They wiped our characters, but did they also lose our masteries?
I almost maxed Gliding and also got fairly far in all the other available stuff. I’m probably going to be too burnt out to re-do it all again, but I still want to keep testing where I left off.
I’m also hoping Revenant shield will follow suit after the Warrior and Guardian shield improvements and become more mobile.
Shield has some heavy competition against offhand Sword and Axe. While the Glint shield trait is huge (+2s on all boons), I’d still like to see the shield weapon skills get some better playability.
Ie, shield 5 becoming mobile. This is a mobile game and you can echo all the reasons why Guardian shield was made mobile.
We need some science here.
Very interesting post, but I’m in the “this will never, and probably should never happen” camp.
Even if ANet liked this, they’re kinda busy.
A faster and more direct change would just be to calculate Mesmer weapon damage independent of illusions so we can avoid the “ranger damage is partially via pet” gimpage.
Mesmer weapon damage isn’t strong in PvP at and a decent boost would not make it so. Mesmer PvP damage is 90% shatters or condi.
Any Mesmer who can keep 3 phantasms up in PvE deserves the benefit of that damage as a bonus and not as an assumption when Mesmer DPS is calculated. This would be on top of my proposed weapon skill increase.
I’m mainly implying Sword when I say weapon because melee should always have the best risk/benefit ratio to reward skillful play — even moreso when that melee is a light armor class without necro tankability. Speed up the sword auto attack so Mesmer boon ripping is more viable or put that attack speed into the Sword trait.
This is how Mesmer DPS will be cured. Oh and wells have potential.
Does the thief Unload 26% damage buff translate to Illusionary Duelists?
With the recent Unload buff, do Illusionary Duelists now hit harder?
All great posts, ty. Giving up my mantra spec is not an easy thing to do, but my team needs dat alac. Putting my warrior’s HB on a ~4.3s CD (from 6.5s traited) alone is probably a bigger party DPS increase than boosting my own DPS.
If we are indeed going for #AlacrityBot2016 and gutting DPS, the Ice Bow nerf is even more of a PvE mesmer DPS nerf.
Edit: Also “Chaotic Persistence +3% Boon duration per boon on you” vs “Illusionary Inspiration casting phantasm casts Signet of Inspiration (boon copy)” used well is worth debate, with or without the Signet cooldown trait in Dom.
You can do some impressive stuff with Chrono, Timewarp, Mimic, Signet of Inspiration x2, Illusionary inspiration… And all of that once more time post-Chrono. With or witout +50% boon duration off a Rev.
Soo much good stuff in Inspiration, I’ll just leave it at that.
(edited by Gav.1425)
Great points here, but I would like to note that when you roll up on a mob and click them, you see their character portrait and know their status (legendary, veteran, etc). Maybe clicking a player should be similar.
Realistically, I see players checking everyone’s rank as soon as the port into a match, seeing 2-3 wood league nubs and AFKing the entire match because of it, with or without kittening in the map chat the entire game.
Not the best for the community.
Also, I’d like to note that I’d like my PvP rank/badge to be able to be displayable even outside of HOTM/PvP.
I think the major bonus of the bow, other than the freeze, was not the increase to the ele’s already top DPS, but elevating guys like mesmer from the bottom to the top for a moment, thus peaking team burst.
Edit: To clarify,
I’m saying that old ele ice bow increasing the DPS of others actually made running less eles MORE viable. During old ice storm, non-eles had pseudo-ele DPS. Now we are back to the disparity such as ele damage vs mesmer damage, for example.
Edit2: Just thought of this,
Maybe that’s why we’re seeing little things like mesmer sword auto 10% damage boost? It won’t close the gap by any means, but it’s in the right direction. The mantra damage boon was nerfed for PvP reasons (IMO), but unwarranted in PvE so this may be a subtle balance in the opposite direction. Keep in mind many (most?) mesmers will drop Dueling and the 0-150 ferocity stacking sword boon trait for Chrono in a few weeks as well..
This thread isn’t about mesmers, but they seem a valid example.
(edited by Gav.1425)
Discuss…………..
I thought about something here and talking crap but OP’s feedback is actually pretty good.
+1
That´s what I love most about this forum, people always assume the worst to happen and are never satisfied with a viable solution that is not the most efficient.
How hard can it be to tell on TS that the ranger should not use the 4 on longbow, put his tanky bear pet away for some other, totally irrelevant pet and put some healing gear on?^^
It’s hard enough to get a pug ranger to run spotter, let alone swap his entire build, gear, and playstyle for you.
Pushing trinity forces an even more strict meta.
Alright, I’ve been seeing this comment come up a lot when concerning the Druid. People have a fit thinking that they will have to wait hours for a Druid on lfg. My only response to this is that many players have level 80 Rangers on their account. If we are assuming raids are truly difficult content, then I believe it is safe to assume that many of the players interested in the content will have an 80 for every profession. If your group needs a Druid, someone can simply switch.
The last thing you want on a raid is some bear-bowing pug trying to heal you.
tyrian
ghjgjghjgjghjghgkghkj
They might as well just limit the raids to 5 people.
I don’t have 9 friends anyways.
Oh, you have already played all the new content then? You have no idea whatsoever if it is “forced upon us”.
The dev said “zerk won’t cut it.” What does that imply to you?
The fact that you’re PMing me personal attacks goes to show how valid my argument is if it makes you this salty.
RIP Rampage spammer 2015.
Burrtheking how many seconds is that total for a fight.. to be immune to something.
the cooldown dosent matter if it can be chained for a good percentage of each fight..
we know that fights arent non stop and when you engage your new targets you ususally have the cooldowns back from the last fight.
That’s still not “spamming.” Spamming is using the same skill repeatedly in a short period of time.
Spamming immunity is using immunities back to back; doesn’t have to be the same skill..
Spam all 3 back to back, pop a heal, hit rampage, gg. That’s over a 60sec fight right there.
Okay sure. But if you can’t dodge high casting times and can’t kite a Warrior at all then you’re fail player who should literally stop having an opinion because you’re just that bad and not worth listening to. You’re complaining about Warrior damage outside of rampage just shows how bad you are as a player.
I don’t know why people have an opinion when they have no competitive play presence or talent.
So salty. I think someone struck a nerve.
Please tell me how you’re kiting a Rampage warrior with his pulsing swiftness, stability, and movement skills? How far are those 2 dodges taking you?
I’m not saying I’m getting stomped by Rampage warriors. I’m saying Rampage warriors are crushing team fights. Any good 3v3 or 4v4 etc with one side having rampage(s) and the other not — who do you think wins that engagement 9/10?
Keep the straw man and ad hominem attacks out of here. You attacking me personally has nothing to do with the claim that Rampage is too strong and requires no skill.
You dont have to run all 9 unique classes. The point is right now with 5 man buffing an optimised group is limited by choice because certain roles will be mandatory but they need to cover both 5 man groups. Whereas with 10 man buffing those mandatory roles take up less slots. Which frees up choice for diverse approaches and tactics with the remaining slots.
Never said we had to run all 9, I’m just saying that now we certainly can’t of you care about optimization.
If they made it 10-man wide for raids, ALL professions could be included without missing out on group buffs.
They just made running 9 unique classes unviable.
Where is that class diversity?
Only time I bought the potions with tokens was when I hit above 70k tokens, because I wanted to take a 69,666 picture.
70000/60=1166 dungeon runs.
what.
I posted video of him teleporting orbs on Spirit Watch about a month ago, but my thread was taken down.
He’s a free to play (FTP, read his name) account. He can always comeback if he finally is banned. If you want to avoid FTP hackers you have to do ranked games due to rank 20 requirement.
Tank stats and heal specs have been in the game since release. It is nothing new in the slightest.
The stats were in the game and not forced upon us.
They’re pushing trinity so players can play how they want. How is forcing tank stats and heals upon us letting us play how we want?
We want skillful, reactionary play. We take the increased risk of running glass for the reward of faster runs. Fail at character placement and you die.
The reason you don’t see the big timer PvE guys posting about this is because they’re waiting to test it out. They think they can still zerk through it all, but if and when they can, will they just nerf us down to force this meta?
It is putting guilds on a pedestal. Get in a good one and stick there.
It is called Guild Wars after all.
And if your guild has more than 10 people? kitten em?
Guys on your friends list need a +1 for a raid, can you help? kitten em?
Corner stackers got rekt.
We’re moving from corner stacking to face-tank stacking. Who do you think got rekt?
Burrtheking how many seconds is that total for a fight.. to be immune to something.
the cooldown dosent matter if it can be chained for a good percentage of each fight..
we know that fights arent non stop and when you engage your new targets you ususally have the cooldowns back from the last fight.
That’s still not “spamming.” Spamming is using the same skill repeatedly in a short period of time.
Spamming immunity is using immunities back to back; doesn’t have to be the same skill..
Spam all 3 back to back, pop a heal, hit rampage, gg. That’s over a 60sec fight right there.
i have a question, are you aware, that chaos line has two more grandmaster traits and did you use them, or would you use them inseatd of pu? if your answers are no, than you should admit, that pu is overperforming
and lets be realistic, pu nerf is just minor, it wont affect stealth burst, or stealth decaps
this just means the other GM trats are weak
I also would say, that face tanking and proper healing take skill.
Please elaborate how standing still and letting a boss hit you in the face while a healer plays whack-a-mole on the HP bars is skillful?
What happened to “shaving power” through gradual, balanced nerfs?
What happened to not making entire skills useless?
All warriors have? Or all warriors need? I don’t know if you’ve faced a good warrior lately, but they can spam invulns to condi, to damage, and when all that’s down, it’s time to roll face rampage.
I play everything I a know what’s broken when I play it. I can roll a Rampage warrior and mash my feet on the keyboard for tournament wins.
Go solo queue and tell me who wins a team fight with one or two rampaged in the mix.
Why do you think that a random team should be comparable to a team specifically designed for content?
So, tons of recent nerfs were announced at TwitchCon, but where was the Rampage elite skill nerf?
Take the form of a massive juggernaut, reducing the damage you take and the duration of incoming movement-impeding conditions.
Damage Damage Reduced: 25%
Pulsing Swiftness
Pulsing Stability
Resistance to immob, cripple, chill..
Duration: 15s
Cooldown reduction trait
+30% damage trait
Ultimate damage, mobility, and defense all in one?
The reason why is that it takes utterly no skill. Spam Rampage every fight and you’ll have moderate to high success. Have more than one Rampage on your team and you’ve got a very strong team with little to no skill involved.
At least burn guards, DD eles, and whatever else people cry about these days have to dodge and use more than skills 1-5.
What counters? Moa? Really?
I’m sure some rampage-activists will come out here and say it was nerfed once or that it’s fine. But keep in mind, that when you go from a <50% win percentage to 55-60%, you didn’t just magically become a better player—you’re playing a broken build.
Also, IMO big props to Phanta for not just dropping the mic and doing a walk off while they specifically destroyed his build live at TwitchCon.
On dulfy they said devs said it was going to be reset due to data corruption anyways