I have always disliked this imposed camera smoothening feature. It does more harm than good as the camera feels very clunky. It doesn’t matter as much in PvE as it does in PvP.
I’m glad that the devs are looking into it. I suspected that disabling camera smoothening was causing some client problems because otherwise the devs would have implemented this feature some time ago heeding the concerns of the community.
I’m glad that the devs are looking into it and I’m confident that they will prevail eventually. Looking forward to it.
(edited by Geff.1930)
I don’t understand all the recent necro QQ. Necros have been buffed yes, but other classes have been buffed as well specifically to deal with condition spam.
As a warrior I find it fairly easy to deal with necros. Granted I am built for anti-condi, but I was built in this manner even before the recent patches because condi was very powerful back then as it is now.
Pre-patch it was impossible to win as glass cannon vs. high condi builds. Post-patch, the inclusion of berserker stance changes has made things balanced.
Btw, fear is a condition. As far as I know the game does not classify it as a stun. Stuns and other hard CCs generally have a grey icon while fear and other conditions have a red icon.
(edited by Geff.1930)
-Anet bait and switch there players
-they changed there minds and decided not to
Please look up the difference between there and their. The American education system has failed you.
The reason Anet does not fund tourneys is because their resources are spread quite thin already. The game is a good PvP focused MMORPG, but this genre habitation is much different from being a PvP centered game aka. MOBA-style/Arena Game.
As an mmorpg the PvP devs have to share their resources with PvE developers. PvP centered games have no such limitations are free to pool all their financial and human resources into streamlining the gameplay and the balance of PvP. Furthermore mmorpg PvP devs have to work in tandem with the PvE devs and have to endeavor to satisfy their bipolar audience. This creates great lags in the development process.
End result, and basically the gist is: GW2 cannot compete with PvP games currently on the market.
I’d like to point out that the fact that MMOs tend to have different game modes is a huge factor as well(sPVP/PVE/WWW). MOBA diversity also comes from the number of heroes and the combos you can come up with by using them or the counters that you can come up for some heroes.
It’s not really about the PVP resource, as long as there’s another game mode like PVE it will always be in the way of balancing around PVP no matter the resources.
I feel like I’m repeating myself. Each hero has a single set of skills, and two additional configurable skills on an incredibly long cooldown. Furthermore, the additional skill choice pool is very limited (4-5) and doesn’t necessarily have a big influence on the hero’s gameplay. The only other customizability comes from items, which are very limited in how they impact the end hero. The devs do not have to account for too many variables within the context of a single hero.
By contrast, consider this game. Imagine each weapon skillset is a hero’s skill set, there are are a total of 5 customizable skills out of which the utility skills have an incredibly diverse choice pool. Oftentimes these skills have short cooldowns and impact the character’s perfrormance greatly. Furthermore, there are traits with built in stat mods which add a lot of customization. All this results in too many variables to account for within the context of a single weapon set.
(edited by Geff.1930)
Oh yeah, that’s a good point. Yet another reason why MOBAs are more balanced.
Warrior’s have okay survivability if you play smart, pick your fights and are aware of your cooldowns. Against rangers and necros you absolutely cannot engage unless you have your berserker stance ready. Signet of Stamina won’t do anything against their AoE spam because the conditions will get reapplied instantly.
Warrior’s have to go to great lengths to survive even 1v1 while on my guardian I can easily tank 2+ people if there isn’t too much CC (i.e engis). They can instantly heal back to full health if necessary and they get a lot of passive healing from regen and symbols. Really the only condition they need to be worried about is poison which needs to be cleansed instantly.
That being said I’ve only played bunker spec guardian with very low DPS and I play glass cannon warrior, so it might be fair.
One of the obvious reasons that an mmo can’t achieve close to the level of balance of a pure PvP game such as SMITE/LoL/HoN/Dawngate/BLC is because of lack of resources. Those games have a dedicated team who all work on PvP balance while an mmo has to divide its resources.
That’s the obvious reason, but a far less obvious reason is the fact that an mmorpg endeavors to give you many customization options, to a fault. It is well known that more diversity = less balance.
This game, for instance, has trait lines and utility slots. These customization factors add a lot of variables, and as a result it becomes extraordinarily difficult to balance the game.
In MOBAs there is diversity to be sure, but there is very limited diversity hermetically contained in packets. Each packet in turn is easy to balance as there isn’t any diversity in skill options; the only diversity comes from item options.
It does bother me and it bothers others. It bothers the devs as well. The cause is camera smoothening. There must be some technical issue whereby the smoothening cannot be turned off.
First of all i`d like people to keep in mind that condi damage builds are… damage builds just like berserker.
Condi needs to deal some amount of damage. Condi builds may be tankier than berserker ones but you will never see the same amount of burst ( and dps as well most likely)
This is complete bull.
Don’t full yourself condition damage does BURST damage.
Look at this thread: https://forum-en.gw2archive.eu/forum/pvp/pvp/Condition-Damage-vs-Direct-Damage/first
Warriors are balanced. Other classes are not.
Play a bunker guardian and look at your post-death damage taken. What percent of the damage came from conditions and what percent of the damage came from attacks?
You see the problem? Without condition damage, builds with high toughness and good protection uptime would NEVER die.
Ultimately condition damage is a band-aid for a gaping design flaw.
The idea of retaliation good. Ideally you want a potential damager to stop attacking a target that has the retaliation buff on. I’m guessing that was the intended effect.
But, here is the flaw in its design if that were indeed the intended effect. While someone has the retaliation buff on they are free to DPS while their opponent cannot.
A Mesmer clone is harder to kill.
oops double post
Smite has had plenty of escapes added.Gods like Thor.Fenrir, Apollo are well known for it… not to mention teleport scrolls, combat blink and shielded Recall. Oh and leaps/teleports in Smite letting you go through walls can make GW2 mobility look tame at times.
Honestly people don’t move so fast that skill shots are a real issue landing (flight time is what makes that an issue). Especially with the size of some aoe fields (traited marks).
Personally I think some profs have more swiftness access than their “role” would dictate but it’s pretty meager. The only real issue in mobility is the distribution of rushes,leaps, and teleports.
Thor has one teleport, fenrir has one jump. Apollo has one gap creator. The Thor and Apollo jump across the map skills are ultis with an incredibly long cooldown.
(edited by Geff.1930)
Coming from a number of of competitive PvP games: SMITE, BLC, LoL, but most notably SMITE. Here is something I’ve noticed that is drastically different in this game: Every character has too many mobility options on top of having very high movement speed.
In every other game every character has exactly one major gap-creator/gap-closer which is used to either “dunk” on a target i.e. go all in, or save this cooldown for a clutch escape. If someone uses their major mobility cooldown they become vulnerable and immediately becomes a priority target. Hence careful consideration must be placed in when to use this high risk high reward.
In this game, on the other hand, there are a plethora of blinks/shadow steps/mobility skills. Furthermore, and more importantly dodges are a gap creator as well. Furthermore still, the new baseline movement speed after everyone gets their 25% movement speed passive is so high that you rarely need to jump in or jump out.
My suggestion is a simple one. Remove all 25% movement speed passives so that the movement speed is standardized across the board. Secondarily, lessen the sources of increased mobility such as leaps and swiftness or increase their cooldowns considerably.
In the ideal scenario you want one person to not catch up to another person unless a major cooldown is used, assuming both individuals are running in the same direction. Similarly, you want one person to not be able to escape another person in melee range unless a major cooldown is used.
Not only will this increase the competitiveness of PvP but the lower movement speed gives hope for the implementation of skill shots in the future.
EP does not generate two bars of adrenaline.
Don’t forget those Rangers spamming AoE’s on their kitten .
Please go to the WvW section if you want to talk about WvW.
The trait is not updating my crit chance or my precision in the stats screen. It might be bugged unless it the precision increase is hidden from the stat screen.
Damage – Tryndamere hits so insanely hard due to his passive, which gives him more crit chance as his rage is built(by autoing and whatnot), also the passive to his Q, let’s him gain more attack damage with his health lost.
Look at two:
http://wiki.guildwars2.com/wiki/Heightened_Focus
http://wiki.guildwars2.com/wiki/Desperate_Power
I think they should make Warriors like Bakasura from SMITE. Make them swallow mesmers and store them in their belly for future regurgitation (ideally at the edge of a cliff).
:)
It’s difficult to balance them because unlike other classes which have skills that are incredibly easy to land, the warrior’s damage potential is directly related to to the opponent’s ability to kite. Currently warrior’s damage is balanced IF your opponent cannot kite/dodge(for mobility)/create gap through skills(blinks etc). Ofcourse this is an unrealistic scenario.
CC would have been a good option for us to reduce enemy kiting potential if blinks didn’t work while in CC and there weren’t so many stun breaks. Furthermore, with the ridiculous state of condition damage we are having to spend our utility slots of condition removal/mitigation, as a result it limits our capacity for CC.
I was hoping Axe would become more viable with the new changes. It is not.
A crit from an axe (with a glass cannon spec) does only slightly more damage than a single tick of burning. Does that make any sense? And it does about as much damage as a tick if the enemy has high Toughness.
A single attack chain from a mesmer’s phantasm does over twice as much damage as an axe swing. This is while the mesmer is free to dodge/kite/attack himself. Does that make any sense?
The toughness stat needs to be reworked (affect condition damage in some way) or removed completely.
Why do I say this?
Compare it to League of Legends.
Compare it to StarCraft and StarCraft 2.
Compare it to CounterStrike.
Compare it to Street Fighter.
A much better comparison than all of those would be SMITE, since it has a 3rd person view.
The devs in this game focused a lot on condition damage. This is the only PvP game that I have played where condition damage has a major role.
The problem is that the sources of condition damage far outweigh the means of condition removal/duration reduction/mitigation. You remove some conditions and more are immediately reapplied.
The damage from conditions far outweigh the damage from direct damage in the game as it currently stands. As a result, direct damage builds are marginalized.
That being said, condition damage has to play a major role in this game because it is the only damage source that does any reliable damage considering all the ways direct damage can be avoided. Without condition damage everyone would be immortal and fights would drag out.
We also have a stat, Toughness, that is useless against condition damage.
(edited by Geff.1930)
conditions, conditions everywhere!
What else is new?
——————-I think the Deep Strike Warrior Trait (+ precision per unused signet) might be bugged. It’s not updating my precision or crit chance in my stats screen.
well i noticed that my warrior is dying a whole lot faster and more often now.
played 3 rounds of sPvP for the PvP Dailies.extremely fast dying rate compared to pre patch.
before patch, i can play my warrior in sPvP (non tourny) a whole round without dying and scoring lots of kills. now, i die in seconds. to conditions.cannot cleanse them fast enough.
rabid amulet, soldiers rune.
0/0/25/30/15not sure about the deep strike thing though. but if you cannot see the changes in the numbers then it is probably bugged i guess.
perhaps it is time to put warrior to rest for a while and explore my necromancer conditions spamming options.
Keep in mind that lots of professions received buffs to their condition builds in some way, or for a few, new conditions to try out altogether, so if you’re in hotjoin, be ready for that, there are going to be a lot of condition builds around for a while again, trying out Torment and other little things professions have been tweaked with on condition damage.
This doesn’t mean conditions are suddenly rampant, it just means they will be popular again for a while.
They are not suddenly rampant, they have been rampant. It’s a sad state of affairs.
conditions, conditions everywhere!
What else is new?
——————-
I think the Deep Strike Warrior Trait (+ precision per unused signet) might be bugged. It’s not updating my precision or crit chance in my stats screen.
(edited by Geff.1930)
QQ’ers, did you guys even read the patch notes? There were practically no nerfs. Axe first hits were nerfed slightly to make up for higher movement speed options. Otherwise what specific nerf is making you QQ? I don’t understand.
The nerf to Axe chop chain is so silly, warriors were so close to being viable.
Other than that pretty good patch. Will have to keep an eye on necros and weakness access now.
They nerfed the damage to make up for the fact that Warriors are now better able to stay on their target using the buffed Warrior’s Sprint, Swiftness on crit and Berserker Stance’s condition immunity for 4 secs.
I think it was a logical step.
I really like the Warrior’s Riposte change. While I haven’t tested it out, on paper it looks very good.
The Dolyak Signet change is quite nice, although I wish they could have added a break stun to Signet of Stamina as well. Signet of Stamina is a much more attractive skill imo, given the state of conditions.
Berserker Stance change looks very nice on paper. I have been asking for something like this.
Furious Speed, a previously absolutely useless trait turned into an amazing trait. No longer to do I have to use warhorn in the offhand!
Warrior’s Sprint, YESS!!!!!!!!
While I didn’t fully read all of the other class changes I did notice the Blurred Frenzy nerf which I’m satisfied with.
(edited by Geff.1930)
I think the OP is illiterate and did not read the patch notes. Have pity and let him try to fit in. Poor guy.
Rather than have multiple threads discussing the new changes I thought it would be more prudent to have one thread that collects all of your thoughts/concerns/opinions/likes/dislikes.
Here is video proof:
http://www.youtube.com/watch?v=v7vHZL1ZzE8Note I did not use haste or sharpening stone, just normal basic attack.
Those are 4 seconds. I bet the 11 bleed stack will surely vanish an instant after you ended the video.
Here is the rest of the video:
http://www.youtube.com/watch?v=ceXrxaU-V08
On my Ranger I can autoattack to get 11 stacks in 3 seconds. Force that high cooldown cleanse and 3 seconds later they have 11 stacks again.
This is a flat out lie.
Let’s say we don’t want to consider the aftercast delay.
Crossfire has 1/2 casting time, so you can hit your target only 6 times in 3 seconds.So, assuming you succed to trigger the Sigil of Earth two times in 3 seconds and you manage to hit your target all the times on the side or on the back, you still can’t stack 11 bleeds only with autoattack, but only 8, plus you can’t stack more due to the bleed duration.
Also if you have quickness on (25% less casting time), you still can’t stack more than 10 bleeds in 3 seconds.
Here is video proof:
http://www.youtube.com/watch?v=v7vHZL1ZzE8
Note I did not use haste or sharpening stone, just normal basic attack.
(edited by Geff.1930)
You have block/invulnerable/protection/blind/dodge to protect against crit damage.
4. It isn’t true that most profession can build 10+ stacks of bleeding only thanks to autoattack and “almost instantly”. Only rangers can, but still not “almost instantly”.
On my Ranger I can autoattack to get 11 stacks in 3 seconds. Force that high cooldown cleanse and 3 seconds later they have 11 stacks again.
Are people really saying conditions are not good? I haven’t seen any significant topics complaining that condition damage was too low.
To throw a counter-point out there, however, condition damage can be almost completely neutered by certain builds, whereas you can only mitigate high direct damage so much, and over the course of long fights, it can often win out. This does not normally apply to the current tPvP situation, however, because in team fights, you have your condition builds AND direct damage all smacking each other around, but in a 1v1 situation, there are lots of builds out there that can basically shrug off even the most insane condition damage if the player is smart with their cleanses.
Added to the original post that Condition damage is not mitigated by Toughness or Armor.
People seem to underestimate how much damage conditions really do because they don’t see big numbers on their screen. Therefore, I have taken it upon myself to demonstrate.
This thread is a counter to the following post:
What people don’t realize is that a 10 stack bleed or a high condition build burn does more damage than eviscerate in the same amount of time it takes for eviscerate to land. Ofcourse, they don’t see the big numbers on screen and therefore do not QQ.
In high condition dmg builds:
Burn = ~700 dmg/sec
Bleed = ~120 dmg/sec/stackEviscerate = instant cast 300 range leap
Now if you’ve played recently against a warrior with boon hate and were playing a boon heavy build then you know Eviscerate will take anywhere from 6k to 10k of your HP in a single shot.
So now, can you please tell me how a single tick of burn damage or even 10 ticks of bleed damage equates to 6-10k worth of damage in a single second?
The argument was going off-topic from that thread(related to dodging), so I made this new thread.
Condition damage over approximately 3 seconds (using Burn, Poison, 10 stack Bleed):
http://www.youtube.com/watch?v=wWvpUjadA2M
Eviscerate (takes approximately 2 seconds to connect from the time the key is pressed):
http://www.youtube.com/watch?v=sAR5cjA_188
Side by Side comparison:
http://www.youtube.com/watch?v=vTI7trZGyQc
Stats:
[img]http://i21.photobucket.com/albums/b272/Geffrey/statcomparison.png[/img]
Builds:
Warrior: 10/30/0/0/30
Ranger: 30/10/30/0/0
Remember:
-Condition damage cannot be blocked.
-It cannot be avoided if you are invulnerable.
-Cannot be dodged if already applied.
-Does not miss if you are blinded.
-It persists on your target if you are CC’ed, dodging or otherwise preoccupied.
-Persists if the target is out of line of sight.
-Does not trigger Retaliation.
-Most sources of conditions are persistent ground AoEs, often unavoidable by melee characters.
-Most characters can easily stack 10+ bleed stacks almost instantly just by auto attacking (the auto attack itself puts a stack, and traits allow crits to add an additional stack per attack).
-Is not mitigated by Toughness.
(edited by Geff.1930)
Here is how to counter dodge build:
Roll a cheese condition damage build that just lays down condition damage AoEs. Condition damage cannot be dodged/missed/blocked/avoided from invulnerable status/avoided due to line of sight. GG.
If you recall this is supposed to be a skill based esport game. /rolleyes
You can dodge conditions. It’s very easy, you just need to dodge the attack that applies the bleed/burn/poison.
That would have been a good point if most sources of conditions were not no-CD auto attacks or persistent ground AoEs.
The fact is that condition damage specs are the only viable specs right now because there are so many ways to counter/avoid direct damage.
If condition damage did not do the ridiculous amount of damage it does now nothing would die. It has gotten to this state because of a fundamental flaw within the game. That is that there are no skillshots in this game, as a result high direct damage leads to QQ (eg. Oh no! Eviscerate does too much damage! Heartseaker does too much damage!). What people don’t realize is that a 10 stack bleed or a high condition build burn does more damage than eviscerate in the same amount of time it takes for eviscerate to land. Ofcourse, they don’t see the big numbers on screen and therefore do not QQ.
If you mean Otto, he doesn’t look like an engineer. He looks like a mesmer. Engineers can’t use torches.
Here is how to counter dodge build:
Roll a cheese condition damage build that just lays down condition damage AoEs. Condition damage cannot be dodged/missed/blocked/avoided from invulnerable status/avoided due to line of sight. GG.
If you recall this is supposed to be a skill based esport game. /rolleyes
Warriors do not count. Play 2v1 against anything other than Warrior, then we’ll see.
I disagree, we don’t need bunker Warriors. Instead they need some way to be condition immune for 2-3 secs after using a condition removal. Look at my suggestion above.
(edited by Geff.1930)
engineers… can’t stay alive long enough to harass people.
What?
I still disagree, you say “It’s an easy fix” but I don’t see you proposing any solution. If you are tacitly proposing a global condition damage reduction, I’ll say that that is not the correct way to go about it.
Here is my proposal:
Remove the Warrior passive that automatically casts “Shake it Off!”. Replace it with the following passive:
Every time you cast “Shake it Off!” you cannot be afflicted by new conditions for 3 seconds. (Note that the conditions that were not cleansed by the skill will still remain)
This would somewhat fix the problem of Warriors needing to stay in ground AoEs to keep up pressure. Currently any cleanse they use in such a scenario is marginalized because the conditions are immediately reapplied.
I disagree, it’s not an easy fix. It is a complicated fix. At least in my eyes.
At the core the problem is not the Warrior class itself, the problem is melee. Warriors can use bows and guns and be effective, but most people who choose warrior want to be melee.
The devs underestimate how difficult it is to get on a target and stay on a target, considering: swiftness, evade, cripple, chilled, knockback, and hard CCs. And for the few moments you are in melee there is timed: invulnerability, damage reduction, block, retaliation, protection. Furthermore, when you want to get on a target and stay on it you will have to stand on ground targetted AoEs, something which ranged characters don’t have to deal with.
This is why you have cheese macros like bull’s rush, frenzy, hundred blades as the only effective melee strat.
The reason why condition specs have become the go-to specs for DPS is: 1) there is no mitigation factor unlike straight melee damage which has to deal with toughness/armor 2) they cannot be avoided/mitigated through block/invulnerability/protection/blindness and cannot proc retaliation.
I have seen burning ticks of 600+ damage per tick. Big deal right? But consider that I sometimes do around that much damage x2 from critical hit cyclone axe. Now consider the stipulations required to hit with cyclone axe: have to be in melee (indirectly, I am not crippled/frozen/immobilized and enemy doesn’t have swiftness), enemy cannot be blocking/invulnerable. Now consider how difficult it is to cause burning on a target, especially on a melee target who most likely will step on my ground AoE to keep up pressure.
As you can see, there is a disconnect.
(edited by Geff.1930)
Upon further consideration, I think I misspoke. “On my Mark!” has no global cooldown and it is not a projectile (and therefore cannot miss). In that regard, the 30sec cooldown might be justified?
Did they change Lick Wounds recently because I have never seen this before. It’s only recently that I have been seeing rangers abuse this.
I have a question in the same vein. This was not answered in the reddit post. If I use two sigils of the same type with on-crit effect such as x2 sigil of superior strength (30% change to cause Might per sigil) will it become 60% chance? Or do they not stack in this manner?
I downed a Ranger in a secluded part of the map (nobody was around). I proceeded to try to stomp (I was right next to him when I downed him) and predictably got interrupted then immediately started stomping again at which point a dog appeared next to him (it did not run to him it just appeared out of thin air). Mid stomp the Ranger got up and killed me.
Is lick wounds supposed to be so powerful where it immediately heals half of your temporary health bar? If so it’s not a bug, it’s just imbalance.