Lost? Confused? [TCS] – A guild for every state of body and mind
Lost? Confused? [TCS] – A guild for every state of body and mind
What is with all the QQ against mesmers??? Its not OP lol. Its one of the weaker classes and has been for some time, but more people complaining about mesmer than faceroll Cele ele. What’s happened to these forums…
People have been playing tanky specs for way too long… Now they think that all that power comes with the same tankiness or survivability as say a classic Hambow (simply because they do not understand the classes) and cry about it…
Lost? Confused? [TCS] – A guild for every state of body and mind
Yep, ‘cry’ long enough and eventually people grow to ignore you and do not listen when you actually have valid complaints …
Just ignore them for now… The thread will slowly dissolve until the next one hits again when someone else finds it “unfair”…
Lost? Confused? [TCS] – A guild for every state of body and mind
Yea I figured that at the very least
My usual pick was Moa or Timewarp anyway, though when dueling I picked Mass Invis and found this oddity…
Still not 100% on whether it is intended or not though, even if other runes and sigils do the same – but oh well, I can work around with it for now
Lost? Confused? [TCS] – A guild for every state of body and mind
Well not a bug, but mighty inconvenient then…
Luckily the other two elites are worth having, so I can at least do some more research with that….
Lost? Confused? [TCS] – A guild for every state of body and mind
Truly?
I am a bit concerned, but which other runes break the stealth immediately?
Lost? Confused? [TCS] – A guild for every state of body and mind
The Mesmer elite “Mass Invisibility” and the Superior Rune of the Madking cancel each other – causing reveal after the cast
Video here
Lost? Confused? [TCS] – A guild for every state of body and mind
And Mass Invis do not work together…
I was trying the new Runes of the Madking in PvP, and when dueling I noticed that you get Revealed Instantly!
Do not use them together now
I will get this same message to the Bug subsection as well, because I do not think this is intended behavior…
Lost? Confused? [TCS] – A guild for every state of body and mind
It is when running out of lifeforce if I read correctly, which it did not at first…
Lost? Confused? [TCS] – A guild for every state of body and mind
Should I be shocked?
No?
Meh, it is a good thing I am working on builds for other classes, but these things you know…
Lost? Confused? [TCS] – A guild for every state of body and mind
I know, I know – an old topic and not an interesting one…
I currently got 2.5 gold on my account, and the new Runes are (I think) 5 gold… I have not played PvP exclusive, and I know that 5 gold is not hard to come by, but it is starting to irk me a bit, not just because of the “new” rune, but for all the added things within PvP…
There is a plethora of options of runes to try and use, but for some reason new ones are suddenly locked behind a pay-gate, of which the reasoning is unknown… Again, it is usually not much, and you can say a “gold sink” for those who play PvP, but to me I simply get a bit annoyed by it…
It is not about the gold, it is about the “Requirement to unlock”… It is the same for the Healing skills requiring 25 Skill Points each, the new traits requiring Skill Points and gold and now the Runes and Sigils who keep on being added to PvP (Not to the game mind you, PvP exclusive)…
This should not be a thing within a competitive scene, or at least, this is how I feel… I simply feel “cheated” because I know there are people out there who “can afford” to buy “everything” thus having the freedom to chose (and potentially get better builds)…
I simply want to know this; What is the reason behind locking new wares within PvP?
I mean, if we needed gold sinks within PvP, then why not do it for conveniences, such as Banks or something – why does it have to be on Amulets, Runes, Sigils, Skills and Traits?
Again to be clear; It is not about the gold, gold is easy to come by… I am just puzzled as to what a proper reason could be…
Lost? Confused? [TCS] – A guild for every state of body and mind
The main thing I truly felt made me an exceptional player was trying to play other classes with the perspective of figuring out what their weaknesses are.
I know it’s a lot to ask, but knowing every spec and every skill in the game and being able to react to when someone else uses them is what makes players go from decent to great. Once you learn how other classes operate, fighting them becomes a whole lot easier.
For example, when the game first came out I found it really hard to figure out if a mesmer clone was actually a mesmer or not. After a lot of frustration I finally decided to roll a mesmer and try it out and found it was a lot harder than just spawning a bunch of NPCs. In the process, when I played engi against a mesmer I found it five times easier to kill a mesmer because I knew what they were trying to do to me and how they were going to try to kill me.
If you think a certain class is beyond overpowered and you feel like you’ve already mastered your first class, walk a mile in their shoes and you’ll be a much better player.
This is by far the best advise…
A lot of people get angry by other class simply because they do not know their intricacies and weaknesses… Warrior excels in many roles within PvP, and is capable of shutting down other roles from the enemy comp – but you will mostly find this out when playing other classes…
That, and it is a ton of fun – the combat feels more alive when you tried nearly everything, you know the vibe, you know the thrill of the “close” matches and whatnot…
Have fun good sir
Lost? Confused? [TCS] – A guild for every state of body and mind
Yea, Moa should be removed…
It should be an unbreakable, undodgable, instant 10s Stun instead – I always get annoyed when they either run or fight back
/s
Moa is fine… It is so situationally useful and on a long cooldown, with an actual risk of it getting avoided by dodges/blinds/etc., that it is one of the few Elites in this game worth calling an Elite
Lost? Confused? [TCS] – A guild for every state of body and mind
I would like to see a necro specific boon like soothing mist that will work through death shroud. We have plenty of sources of regeneration, but none work in DS. I think that would also be an interesting idea.
Correct me if I’m wrong, but isn’t Unholy Sanctuary designed to be that?
I am aware that it is far from the best trait, but I can see it work with the many suggestions to working siphons (and potentially regen) within DS…
It is, but what I’m referring to is something that isn’t “in DS” or “not in DS” specific, like regeneration and unholy sanctuary are now. I’d like it to be usable all the time, and maybe even give it to allies as a way to provide support.
Aaaaah, yea gotcha now
Lost? Confused? [TCS] – A guild for every state of body and mind
Despite this, I see a pattern within your threads… You hate power based specs and lable them as unfair – you call these discussions when all you want to hear is people agreeing… And when the majority is not, you decide to call them all Mesmer fanboys, which kills the arguement…
Is this what they call cognitive dissonance? The engine of self-justification.
http://www.npr.org/templates/story/story.php?storyId=12125926
My knowledge of Psychological levels as well as English are limited, but reading that article explains a lot – I also fall for it sometimes I see… gotta work on that
Lost? Confused? [TCS] – A guild for every state of body and mind
I would like to see a necro specific boon like soothing mist that will work through death shroud. We have plenty of sources of regeneration, but none work in DS. I think that would also be an interesting idea.
Correct me if I’m wrong, but isn’t Unholy Sanctuary designed to be that?
I am aware that it is far from the best trait, but I can see it work with the many suggestions to working siphons (and potentially regen) within DS…
Lost? Confused? [TCS] – A guild for every state of body and mind
Everything else related to healing in Death Shroud should be put off until these happen and can be evaluated in a live environment.
This is my sentiment mostly as well… First I want to see how siphons and respective new and cool builds work out ~ after that we will just have to see what can be tweaked…
Lost? Confused? [TCS] – A guild for every state of body and mind
well i play a power necro primarily tailored towards sustaining and recharging death shroud for as long as possible, in 1v1s with a whole life force bar (which i regen quite quickly) i can turtle my whole heal cooldown, now imagine throwing in all of the healing from support eles, or healing springs or healing turrets or spam water field blasts, it would be ridiculously OP.
small heals from life syphons are ok (and would add a reason to go deeper in the blood trait tree), giving the necro a little bit more sustain.
large heals would be game changing, deathshroud becomes a fight reset button.
To be fair, I am not particularly against or for healing in Deathshroud, but the things like blasting waterfields and recieving some regens is something I already do with my friends – granted, I get out of Deathshroud but that is it… I go out, recieve the spike heal, and jump in when I can again…
Recieving these heals require coordination and some teamplay anyway, or your buff will be in vain… Like Flow said, 1.4k is not much when you look at the Healthpool of a Zerk Necromancer even…
I personally think it is a bit of a far stretch to say whether it is OP or not – and the only way it can be shown if it is, is making it happen… After all DS and Siphons are the reason why protective mechanics which other classes have are not available naturally on a Necromancer – but none of the other classes are locked out of the support from the team because of their own sustaining mechanics…
Though siphons and Deathshroud synergizing would be a good start – hell, even Dagger #2 reworked is a good start, but I will refrain by saying team support working within DS is OP untill the class is able to sustain itself the way it is designed…
Lost? Confused? [TCS] – A guild for every state of body and mind
Full zerker builds have already trivialized pve. Anet dont let them take over spvp. Nerf shatter and broken zerker specs.
PvE has trivialized PvE – this has nothing to do with the stat-combination, and everything to do with the current encounters and mob behavior… If you remove Zerker gear, people in PvE would flock to the next best setup – which all classes would be shoehorned in anyway….
In PvP Zerker specs are hardly dominating, and to the point, Zerker Mesmer is hardly dominating… The ones you see play a Zerk Mesmer and be good at it are good players – they learned to deal with the shortcommings of the class (Mesmer was bottom tier at one point) and proved the community the strengths with synergy from a team(!) – this is the deal with any Zerk spec as they are all respectively powerful; you need a team with proper Teamwork and rotations to pull these “Top tier stunts” off
Despite this, I see a pattern within your threads… You hate power based specs and lable them as unfair – you call these discussions when all you want to hear is people agreeing… And when the majority is not, you decide to call them all Mesmer fanboys, which kills the arguement…
Enjoy your critical healing; I seriously cannot wait untill the day comes where you can heal someone to death, so that I know I can quit the game…
Lost? Confused? [TCS] – A guild for every state of body and mind
’if you want the Necromancer to be a caster class (…) ’
Err, sorry but where did Anet ever say that light classes are range exclusive? Or is D/D Ele now not a ‘caster’ anymore?
In the recent ready up, one of the guys said, “A lot of necros have been asking for stability, but that doesn’t fit in with our idea of the ranged caster class they are,” or something along those lines. It’s really troubling because necros aren’t mobile and don’t have stability. I don’t know what they want us to do against cc because that isn’t our stated weakness by them (they stated necros weakness should be burst damage). The other “Caster classes” have vigor, invulns, dodges, ports that don’t require setup, and really good in combat mobility. They also both have melee weapons as do we, so I don’t really know what they are thinking.
Comming back on this; just watched the “Ready Up”, and there was nothing much about the class being ranged specifically… It starts on 13:40 and on about 15:40 they say
“A lot of Necromancers want Vigor, they want Protection (we already got that), and they want Stability – That is not reallly the “theme” of the Necromancer, right? The theme of the Necromancer is kinda like living with your Deathshroud, Life-Steal, Death Shround, you know – Necromantic theme"
So no, nothing about being ranged specificlly, and they hit the nail on the head… Now if they only make the two sustain mechanics not cancel each other out, we can see some more interesting shifts…
Lost? Confused? [TCS] – A guild for every state of body and mind
E) GW2 isnt designed in a “mage carry, warrior tank, drood support” lineup, thus is not part of teamplay, but bad design choice of a specific profession.
I want to elaborate on this, and indeed the point that Anubis is trying to make…
Team Synergy is good, there is nothing wrong with it at all, but Forcing Roles is; When you say you “Need” a Guardian to specifcially support a Necromancer to make it work, something is wrong, especially if the other 7/8 classes do not have to rely on another class to make their sustain work…
Anyway, synergy and support between classes should be encouraged but not a necessity, as this game has been designed in a way that any class could “sustain itself” – that is why all classes have a slot for a healing skill by default…
However, synergy within the traits of a class should by default not cancel the mechanic of a class – and this is a major, if not the major issue with Necromancers when it comes to sustain… It’s own sustain mechanics, siphons and DS, do not work together, while no other class has something as wonky as this…
Lost? Confused? [TCS] – A guild for every state of body and mind
every class in the game except necros have some form of escape .
Wrong.
Seriously… your complaints are getting tiring…
Necromancers lack Damage Mitigation – this is because DS is inteded to be our mitigation mechanic, together with Siphons to get health back…
Escapablity within our builds, worm and Swalk, still offer more than say a S/F Ele (Lightning Flash) or Medi Guard (Nothing) – while these classes got Damage Mitigation in the form of blocks and invulns…
Edit
Also, in PvP, Warriors do not commonly run GS, escapability exist within their Damage Mitigation as well, while they lack any kinds of ports or “mobility” (still enough to be okay)
siphons ? really ? i wonder when was the last time I heard someone on the forums complain about necros and their siphons as you put it " get health back "
ds has a few skills when you can land them are nice but for the most part is meant as a damage sponge while you wait till your dots that you put on your opponent are done or for your heal to be up after cooldown while you get beat down in it .flesh worm has it’s uses like to attack safely from a further distance than any class in the game , but the attack damage and speed of attack is so pathetic that it is hardly used just for that . using it in ports wisely is only meant imo for pvp . as for spectral walk it was never meant as an escape because the duration of the port back is so short , no necro can make legit use out of it but in only one place and that is pvp also . it’s not meant to be used in the same way as a mesmers port or a warriors leap or guardians leap .
Intended is the keyword… But I guess you never saw that…
Also, for the sake of my sanity, I am going to refrain replying to you… you are not debating, you are fanboying, which makes discussions one sided and tiring…
Your complaints about the class are so awfully biased that you are overglorifying everything other classes got within this game, while not even bothering once to think whether you cannot deal with the class or not…
Necromancer lacks a lot and needs some TLC, but the things you mentioned throughout the forums are badly thought out and simply complaining to no end…
Good night…
Lost? Confused? [TCS] – A guild for every state of body and mind
brandon
medi guard has gs3, sw2, judges intervention and even merciful intervention although its probably not widely used.
s/f ele can use conjure fiery gs
hambow ok theyre slow but they have huge ccsure necro CAN BE mobile with wurm and swalk, but that combo isnt widely used cuz it sacrifices so much.
I give you GS3 to get out of combat, but that will not get you to a better position, as Sword 2, unless in WvWvW, will still let you be in combat – purely from escapability, these will not let you “escape” as Flesh Worm would do… Sure it requires positioning first, but it is “worth it” since we lack damage mitigation…
S/F can use GS, though I personally, and spoken with some others as well, do not prefer it… Thing is, on S/F you are reliant of the rotations to get quick damage, so taking FGS purely for mobility is not a smart move… Granted, the summons are not good at this moment (will be different), but I’d say it is a 50/50 choice with no clear winner…
CC is not something exlusive to Hambows, I dunno if you noticed, but Necromancers are most hated for their Terror build, a build literally meant to CC someone to death … By this logic, we should never recieve buffs to escapability since we got CC’s on both our Condi and Power spec (really, we do)
Also mobility=/=escapability mind you, even if they do come close to one another… Swalk gives mobility in Swiftness, but escapability in proper positioning at the start, and teleporting back… Flesh worm, again, is escapability – like I said, a bit wonky since you need to cast it in order to benefit from it, but still a tool to escape from combat … Mobility is to help you advance in combat, or to cover ground quickly, where as escapability is meant to mitigate damage
Again, all my sympathy towards Necromancers, but the complaints here are simply wrong… I do not think you were complaining, rightfully trying to correct me even, but I do hope you see the point I am trying to make…
Lost? Confused? [TCS] – A guild for every state of body and mind
First, I would fix the adrenaline decay by saying that the adrenaline only will decay out of combat if the warrior is at full health that or delay the adrenaline decline by the time it takes to reach full health.
The second change I would do is a nerf to combustive shot. Either damage (condition or power), duration or radius.
The third is a change to healing signet by making it only function when an enemy is in 700 range (stealthed does count).
The fourth is a cast time decrease of 0.25 seconds on mending.
The fifth is a 2~3 second duration decrease to berserker stance, the adrenaline gain removed and the cooldown reduced by 10~15 seconds.
The sixth is removing all adrenaline requirements on Healing surge (so always stage 3) and adding the adrenaline like berserker stance instead of instantly. The cooldown might be increased by 5 seconds.
The last one is fix gap closers/leap finishers.
Actually, I do like the sound of most of these changes as well :P
Lost? Confused? [TCS] – A guild for every state of body and mind
Holy kitten, this is next level genius. You should probably be a dev.
He also forgot “Soon™”
Still, a “working” ready up like that… the dream… THE DREAM!
Lost? Confused? [TCS] – A guild for every state of body and mind
every class in the game except necros have some form of escape .
Wrong.
Seriously… your complaints are getting tiring…
Necromancers lack Damage Mitigation – this is because DS is inteded to be our mitigation mechanic, together with Siphons to get health back…
Escapablity within our builds, worm and Swalk, still offer more than say a S/F Ele (Lightning Flash) or Medi Guard (Nothing) – while these classes got Damage Mitigation in the form of blocks and invulns…
Edit
Also, in PvP, Warriors do not commonly run GS, escapability exist within their Damage Mitigation as well, while they lack any kinds of ports or “mobility” (still enough to be okay)
Lost? Confused? [TCS] – A guild for every state of body and mind
(edited by GoogleBrandon.5073)
I would say, leave the current Warrior builds untouched – do not buff or nerf them, let them stay and like glock says, work on Celestial classes…
Besides that, look at unpopular options within different gamemodes, and see how you can improve them (Like the physical utilities)
Lost? Confused? [TCS] – A guild for every state of body and mind
Personally, as a necro main, I consider engineers or mesmers to be higher risk because they are so much more susceptible to conditions, and then like medi guards are shut down with kiting. As a necro a coordinated team will end me, but that’s harder to find than someone who runs condi.
At least that’s my own personal take on it.
I “main” Warrior, or at least, played that until I got so bored of it, I could not take it anymore…
Necromancer and Ele are my close second, followed by Guard and Mesmer – all of these have I played to at least an exessive amount, and from what I can tell that surviving on Zerk specs, is kind of “easy” as compared to Necromancers, which are considered the “High risk, high reward” specs…
Guardian and Necro both, and funny enough they both lack good mobility – aside from that, they are respectively strong within their Zerk builds, and can easily pick off groups of enemies which are not as amazing…
Also, as much as I like to complain about shortcommings of a Necromancer, some complaints, like these, just do not fit them… So yea, I agree with you…
Lost? Confused? [TCS] – A guild for every state of body and mind
Just because you cannot retreat from combat easily does not make it a “high risk” class…
In this game there are multiple factors to mitigate damage, of which Necromancer lacks most – thus we have to use those we do have; DS and Positioning… It is not much, but enough to be a threat to most things, regardless of what class they are…
Like Roe said, Necromancers do not have hard counters as classes – so no, we are not a high-risk class…
Lost? Confused? [TCS] – A guild for every state of body and mind
Did you read the post? The problem is the way it exploit the crits to the wells.
Please do not abuse this word… It is not an exploit
Lost? Confused? [TCS] – A guild for every state of body and mind
Well there is a chance that well of corruption will remove your stab, or it was on cd, or something else. Even if you dont stay 6s on it it will probably be hitting other players.
Someone has already posted a nerf request to spectral due to EoTM. But in normal wvw you wont find many cliffs for it to be effective.
Wait wait wait, give me a moment to chuckle on the fact that there is a chance that WoC will corrupt Stability within a zerg even though it is not prioritized
Sorry, but in the occasion a Guardian/Necro combo does pull it off, I’d have to applaud them for picking out the best targets, because in my little zerg experience, this never happened
And hitting other players? You mean those people who do not watch the floor for red circles saying “Don’t stand here”? No sympathy for those – ever…
Lost? Confused? [TCS] – A guild for every state of body and mind
In the recent ready up, one of the guys said, “A lot of necros have been asking for stability, but that doesn’t fit in with our idea of the ranged caster class they are,” or something along those lines. It’s really troubling because necros aren’t mobile and don’t have stability. I don’t know what they want us to do against cc because that isn’t our stated weakness by them (they stated necros weakness should be burst damage). The other “Caster classes” have vigor, invulns, dodges, ports that don’t require setup, and really good in combat mobility. They also both have melee weapons as do we, so I don’t really know what they are thinking.
Wauw, I have not seen it, only read the notes, but if this is true, then we got another laughable quote for the balancing perspective with Necromancers; first being the “attrition” one of course…
I mean for the love of God… Are the developers not even looking at their own classes/traits before spouting nonsense? You have the option to play a Necro on range – that does not mean it is designed this way because it is freaking not… It never was, not even in GW1
Though stability would not be on my priority list… We lack boon uptime anyway, which means it is likely to get ripped from us the second we get it…
They want us to use death shroud and siphons against CC apparantly.
Which would be alright, if the two did not cancel each other out…
Lost? Confused? [TCS] – A guild for every state of body and mind
’if you want the Necromancer to be a caster class (…) ’
Err, sorry but where did Anet ever say that light classes are range exclusive? Or is D/D Ele now not a ‘caster’ anymore?
Lost? Confused? [TCS] – A guild for every state of body and mind
Thing is, you are going from a perfect scenario, where the Necromancer has DS and people are unable to WASD (Don’t give me the ‘But Ring of Warding’ excuse, because your zerg should’ve brought stability)
By your logic, we should also nerf Spectral Wall because sheep tend to die when near a cliff…
Balancing because of Zergs is stupid anyway since skills either have a cap or are dealt with by the bigger and more competent group…
Lost? Confused? [TCS] – A guild for every state of body and mind
…
My ex-girlfirend make a ranger and killed me and /laugh on my corpse.
…all is vain
gf left me becos of ranger
Lost? Confused? [TCS] – A guild for every state of body and mind
Err… did since when are Necromancers ranged exclusive? O.o
Iirc, there were things like Touch skills which the Necromancer had as well in GW1 – so purely talking about a design perspective, they were there…
Regardless, you got your ranged option… if you want to, you can play Staff/Scepter for Conditions or Staff/Axe (though Axe is underpeforming as compared to dagger) for Melee – even Lifeblast is ranged… You can even pick ground targetted wells for even more “Caster” goodness…
Lost? Confused? [TCS] – A guild for every state of body and mind
Also a really valid point for Warriors is that they dominated for so long, everyone knows their tricks by now…
“Dodge Evis/Earthshaker/Pin Dow/yadayadayada”
That’s it. At high-levels, Warrior is basically not a threat at all because of this.
At the same time, at low-levels, Warrior perfmors too well for the effort you have to put.The eternal clash: balance should be based only on high-levels or “paesants” should get a sweet too?
Let current builds stay as they are, but introduce new means to let them compete on higher levels without overbuffing current builds (GS love :< )
Lost? Confused? [TCS] – A guild for every state of body and mind
Good grief, the optimism outweighs the scepticism here :O
Alright, let me fix that:
Pessimism, pessimism, blood magic scepticism, group support pessimism, mobility pessimism…
There we go all done
Lost? Confused? [TCS] – A guild for every state of body and mind
Also a really valid point for Warriors is that they dominated for so long, everyone knows their tricks by now…
“Dodge Evis/Earthshaker/Pin Dow/yadayadayada”
Warriors could use some new or reworked stuff for build diversity… Or a new gamemode… or both
Lost? Confused? [TCS] – A guild for every state of body and mind
Before anyone jumps on me, no I did not create the idea so as per quote:
Passive Skills
Vee WeeI think passive skills like Shared Anguish, Incendiary Powder, Reaper’s Protection, Mirror of Anguish, etc should have a tell! Maybe an icon near your boons similar to the icon that Sigil of Doom grants you! Maybe classes could have an aura to show that these strong passive skills are off cooldown! Incendiary Powder could make an Engineer’s hands glow all fiery! Reaper’s Protection could surround the Necromancer with black smoke! This will help you keep track of your cooldowns, as well as let the enemy know so he can maybe counter these things! Too much randomness is not fun my frands! Wahoo!
So yea, let’s elaborate on that…
Within a currently ongoing thread , there was some discussion on how to rework passives, in question Reaper’s Protection. Before starting to continue on that, there are countless of threads about this, so please, do not discuss how broken and OP you think it is, this is another discussion.
I did not want to highjack the whole thread, so I decided to make my point a different thread. Long story short, thinking back on a sadly forgotten topic, the idea for a visual tell for passives came to be again, and I simply related it back to what is most familiar to me.
Suggestion:
Give passives a floating orb or an aura to give the trait/sigil/rune a tell. For reference of how it “could” look like, here is one of my GW1 characters who just got a Monk Protection spell on him
Reason for this suggestion is because most people do not hate the defensive natures of skills that “counter” CC’s or helps them overcome it, it is the “randomness” in which it occurs. Of course, you could say that this invites clever play since you have to anticipate for counter CC’s or Rune Passives , but it is still a bit too RNG-y…. In longer fight, when you use these as protection, you cannot benefit from them either since I doubt many of you counted the seconds that flew by ever since one of the random procs procced.
Anyway, with tells, both a user and an enemy have more benefit to it – you as a user know on when to “rely” on it, or to dodge “lethal blows”, while an enemy should not feel cheated when missing an epic Air Burst on S/F right after casting Gale only to get knocked down/feared/see nothing happen, after all, if the visual tell was there, it was your own fault for spamming CC’s.
So yea discuss and keep it clean. This thread is purely meant to discuss whether giving a visual tell to passives is a good idea or not – and absolutely not meant to discuss whether the passives are too powerful at the moment.
Thanks for your consideration
Lost? Confused? [TCS] – A guild for every state of body and mind
I dont know what your talking about, I only pvp and im filthy rich….
I get like 4000 gems a week from weekly tournys
Ive gotten gifts of fortune, legendaries, black lion tickets and a bunch of other stuff from larger scale tournamentsOn the whole just over the summer I made about 10000g in gems/rewards
PvP has a greater disparity of wealth that PvE
Top tier Pvpers are all extremely rich, the majority of my friends are sitting on 10s of thousands of gems and gold…. I can make more gold from PvP that PvErs at the highest level
He is of course not talking about those who have reached a comfortable, or should I say, top level of PvP – he is talking in relation to “lower tiered” in which it is not surprising the goldincome is scarce as to compared to what time you put into PvE…
However, you got a valid point; get yourself to your level and you will find that PvP can reward you way more than anything in the game can… This however does require time and dedication – it is a choice, as simple as that…
I am fairly content with the gold I gain, despite having had my portion of PvE… If I am in dire need of gold, I salavage the gear I got from PvP and sell the materials – this will always net me enough to buy the gemstore items to make me look fancy… Will I get a legendary from this? Not really, but this is not my choice either…
Lost? Confused? [TCS] – A guild for every state of body and mind
They added “pve-stuff” for PvP because the PvP player-base demanded it. Simple as that.
Ah that is delightful…
Now can you back up that claim, because I can counter this by simply saying “You are wrong”
Lost? Confused? [TCS] – A guild for every state of body and mind
You played thief for 5 years! My God, that is pretty awesome :O
Also yes… Lich can hit high (up to 10k? Dunno, maybe 7 with all the procs) with Autoattacking, but it is kind of a double edged sword… It is not like you become invulnerable, and the attacks count as projectiles…
While I agree that the spammy nature of the elite needs to be reworked, the way it is now is not Overpowered… The ones dying to it are either inexperienced or stunlocked which you can only achieve by teamwork and outplaying the opponent…
Lost? Confused? [TCS] – A guild for every state of body and mind
My idea is to leave it as it is now.
We dont’ need shiny fancy stuff that tell you your opponent’s current rune and trait setup or even utility and elite setup.
Your idea is to leave all the passives, be it traits or runes, to have no tell whatsoever and just let the RNG Gods do their work…
Yea… I am not too happy about that answer as you might figure, so let me rephrase;
If you had to rework passives in a way, how would you do it?
Lost? Confused? [TCS] – A guild for every state of body and mind
I just meant it like, if passive traits/runes worked this way with a visual tell, it would make combat a lot more enjoyable as the “randomness” factor is gone without hard shaving of the tools…
I don’t want people to know my rune setup and my trait setup.
…
That is helpfull for the discussion…
What is your idea then if you do not want a visual tell?
Lost? Confused? [TCS] – A guild for every state of body and mind
Actually, that’s the visual for any Monk enchantment. The swirling white stuff is any enchantment at all and the floating symbol changes with profession.
Hexes had a similar, black visual.
I did say it was O.o
This is the visual for Protective Spirit
I just meant it like, if passive traits/runes worked this way with a visual tell, it would make combat a lot more enjoyable as the “randomness” factor is gone without hard shaving of the tools…
Lost? Confused? [TCS] – A guild for every state of body and mind
Well, I got around to finally record something when I was just casually strolling about:
This is the visual for Protective Spirit – if you got a visual tell like this for Reaper’s Protection, or any other passive really, it would really be helpfull
Lost? Confused? [TCS] – A guild for every state of body and mind
I think some people need to find the line between things being Overpeforming rather than Overpowered …
Overpeforming are most builds within the meta, or they would not be meta builds…
Overpowering means they are dominating, canceling out multiple roles within all aspects of the game – and this is reserved to no class at this moment…
Lost? Confused? [TCS] – A guild for every state of body and mind
’’shrug’’ nah I just actualy noticed it dealth about twice the damage as before but I might be wrong.
You are wrong
Lost? Confused? [TCS] – A guild for every state of body and mind
This would be the most elegant solution to Reaper’s Protection. An aura-like visual of skulls circling the necro when the trait is active.
Yea, I did not get around recording footage, but it would be a huge improvement… After all, I do enjoy the way this combat is setup (watching animations rather than skillbars), so if you can implement passives from traits and sigils within animations that are not huge pink and green fields, it would be again, a huge improvement
Lost? Confused? [TCS] – A guild for every state of body and mind