Is there anything those of us who’ve gotten mystery tonics before Anet patched them to be tradable can do to get ours tradable or are we being screwed out of some decent gold? Currently 500 gold
… Although I expect that number to drop a lot I do think they’ll remain at a decent value seeing as how I rarely see these tonics being used.
The thing that puts warriors mobility over the top is the lemongrass + melandrus combo they’re all using. They practically bypass all conditions and remove all slow effects within less than a second. Slows effect all their movement skills but you can’t keep a single one on them for even half a second.
I like how this thread backfired. Got us to remember warriors also broken water speed.
Well they should clearly rethink that. I thought hide in shadows intention was to remove all dot damage and give some regen. Torment is a dot… Remove it.
Forcing condi necros to have to stay an extra second to cast a power skill just for a single target condi is going to kill dhuumfire builds altogether.
(edited by Hammerguard.9834)
First things first, I think Anet forgot to add torment to the list of condis Hide in Shadows removes. Then we’ll talk…
I don’t think Anet would want to give the strongest range dps in the game, stealth.
Why does it seem like Anet doesn’t give a kitten about racial cosmetic issues? Charr have been complaining about the armor problems they’ve had for over a year and Anet literally never responded on forums. Seems they don’t care about sylvari or asura either. It boggles my mind that they make a game with endgame focus on cosmetics then don’t give a kitten about cosmetics.
It’s not about nerfing zerkers, it’s about normalizing it.
My problem is that Life Blast has always been too SLOW! Faster cast time, NOW!
30 points in a (power + condition duration) tree for a trait that adds burning to a power skill with a 1 second cast time? Am I getting that right?
Could they atleast lower the cast time of Life Blast. That skill has always been sluggish garbage in my opinion. It’s underwater counterpart is much more satisfying.
Why not Apothecary’s Pearl Broadsword of Fragility and Strength?
The skill is only 200 damage kitten . Fix the bug and let it function the way it’s suppose to. Power engis barely have any good builds as it is. They don’t need one of their best options being broken and unusable.
I don’t understand why they blamed the change on “non-skillful play”. Like what kinda garbage excuse is that to change something. Meanwhile Healing Signet will remain broken for decades.
Am I the only one that thought he said it “doesn’t create a clone if you already have a clone”?
Why does it seem like this trait rarely works as intended? First off, is there an internal cooldown? It seems like there isn’t but I’m not seeing as many bolts as toolbelt skills I’m using. Second, why does it keep hitting the ground instead of the target?
I think removing the ICD would cause two problems. First would be that the skill would be spazzing out 24/7 with heals. The player would walk into a mob or zerg and see green numbers flying around. Second would be that the lower the ICD, the smaller the heals would be making it less effective for smaller groups or single enemies.
I do feel 1 second is too high though. Maybe .5 seconds…
The thing that makes Healing Signet so much more broken in WvW atleast is the lemongrass + melandru combo. Not only does it make every warrior impossible to kill because they can’t be slowed with immobilize/cripple/chill but they can’t be poisoned.
Rifle Turrets “Automatic Fire” skill doesn’t increase the fire rate and the tooltip still reads “bleeding” instead of vulnerability.
The recipe silks needed in requires 100 while the leather equivalent only requires 50. Step one would be to drop the silk requirement down to 50 or 25 since damask is still going to have a higher demand.
I see so many tears about eles when rangers are the ones who really, really need help. Eles can have absurd survivability if you spec for it. On the note you also have to be very fast, know when to swap to you water and know when to dodge. Most of the ele complaints is more likely a player skill issue.
Those were good times. The whole build was focused on the pet and the player was basically playing the pet.
This whole stealing code from PvE mobs garbage doesn’t sound too good an excuse. Why can’t they just create a whole new class of pets just for rangers with their own function but same skin?
It’s a horrible GM trait and the fact that rangers already have access to a lot of regen doesn’t change that fact. Rangers are considered to have some of the worst sustain unless their entire build is focused on regen.
PS: Soothing Mist (ele – 5 point – water) also scales with healing power…
(edited by Hammerguard.9834)
My ele with everything from different sets except the gloves and boots.
Is it just me or is Natural Healing a horrible, horrible trait?
For 30 points we get 44 health per second for the ranger and 125 health per second for the pet. Meanwhile eles have an AoE 97 health per second for only 5 points.
Agree 100%. Between they’re underpowered weapons, horrible utility skills, slow pet AI, and bad trait setup, rangers are in a horrible position.
Can you add two sigil of paralyzations for a 5.2 second stun?
My biggest problem with pets is how bad they become vs moving targets. They’re almost useless. Second is the kitten skills need to be faster and more responsive. I don’t see why they’re all above 1 second cast time. Pet skills should be very fast considering AI are the ones using them. Pets now just feel too slow in movement and attack and I always feel like they’re dragging me down. I need pets to be able to keep with the fast pace gameplay that GW2 was designed around.
Only thing I can think of that come close to an expansion (because it’s not an expansion) are new legendaries, build templates, wardrobe lockers, and fixing charr/asura/sylvari armor.
Is it just me or do all the non-red ascended weapons have bugged textures?
First picture is a red one which looks fine while the second is a non-red and looks blurry and bugged.
Recorded a mesmer hacking. Where should I put this and is there anything Anet can do about it? Is there enough information to get him banned?
I worked on the assumption that the weapon stats would be summed up together.
For instance, if I dual wield swords with +50 to power, no matter which attack I used, I would have a +100 bonus to power due to that modifier being added up.
Conversely, wielding a greatsword with a +100 bonus to power would be of equal effectiveness, but having the penalty of having one less Sigil available.
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Now, assuming the opposite, that each weapon’s stats only affect that weapon’s skills (1-3 for main hand, 4-5 to offhand), then it is balanced as it stands:
One extra sigil for a lower flat bonus to attack power by dual-wielding, or a higher base bonus all across the board by sacrificing one sigil.
I can’t seem to find information on which interpretation is accurate though. If it’s the latter, a second sigil should not be added. If it’s the former, a second sigil is necessary to balance the options. /Koda
It’s the first one…
The stats are added to your total which is displayed on the top right of the hero panel.
Also seems pretty obvious that this exact thing has been suggested half a million times by now. Please use the search function.
And my personal opinion is: Having 2 upgrade slots is quite unnecessary. I use staff as an Elementalist, don’t feel like dagger elementalists would have an advantage over me because they have two weapons and two slots. I got the kittycat range on my side.
Two problems here… It being suggested in the past means nothing if it hasn’t taken effect yet. Second, weapon balance doesn’t take the number of upgrade slots the weapon can hold into consideration. In other words, Anet doesn’t make two-handed weapons stronger than two one-handed weapons because they have less upgrade component slots. They’re meant to be balanced equally but two-handed weapons currently have a handicap that’s being overlooked.
Seems like a pretty obvious thing but shouldn’t two-handed weapons be able to equip two upgrades (sigils)?
They already have double the stats and infusion slots as one-handed weapons. The fact that they have the same amount of upgrade slots makes no sense and puts – for example – an engi with rifle at a disadvantage with an engi with pistol/shield or and ele with a staff at a disadvantage with an ele with dagger/dagger.
Was just wondering why that’s so. Their attack rates are slow, their AoE is minimal, they’re stationary, and ontop of that their damage is horrid, partly ‘cause they can’t crit.
Wanted to try a turret build for once in sPvP and quickly realized I would never be able to take this build outside of sPvP.
Thanks anyways.
Are turrets suppose to be incapable of critical hits?
Some minis disappear when the player enters water.
The way you talk of spirits is as if they didn’t even exist without spirits unbound, and that’s exactly the problem.
Why are you even bringing balance into the discussion? I’m talking about making a better gameplay experience and you’re talking about how ineffective the skills will become…
Give spirits a 2400 effect radius, lower the cooldown, and increase max ally targets effected to 10… does that make you feel better?
It doesn’t matter what they do as long as it’s balanced around a non-kinect form of spirits.
Spirits Unbound shouldn’t be the determinant of a whole class of utility skills.
Spirit Unbound is . . . “unique”?
The suggestion is better for rangers and the game.
(edited by Hammerguard.9834)
I want to talk about spirits. I don’t think they should move, traited or untraited. Spirits unbound is too strong a trait. It effects the gameplay of spirit skills more than it should, more than any other trait in the game I feel. This also causes the balance of the skills to be impractical. With such a strong trait, trying to have a balance between traited and untraited would be too varied. That’s why many people feel that spirit skills are an all in or not at all type of skills. Moving the trait to master tier has made it more accessible for more builds but also ignores the problem.
Change the effect of spirits unbound to something that doesn’t allow spirits to move. Then balance spirit skills around it’s stationary form.
This change would cause spirit skills to be more widely used in various builds, it would make spirit rangers much less annoying to look at, and I also think it would make spirit rangers funner to play. Instead of mindlessly walking around with spirits chasing you, the player has to be the one staying within spirit range.
People are over-exaggerating about elementalists, they’re very strong. Thieves can be very good once people get out of the stupid full zerker mentality.
Rangers are just bad. All their weapons are awkward and their utilities aren’t so hot either.
Tier 1
- Mesmer (specifically condi mesmers)
Tier 2
- Warrior
- Thief
- Elementalist
- Necro
- Engineer
- Guardian
Tier 3
- Ranger
It’s beautiful.
Necro, mesmer, and ranger heals were underwhelming. The rest were okay.
I’d hate to think that their main incentive for removing ranks is to use the finishers for the ladder system. The finishers are desirable and using them in the ladders would be a way to attract players. Messed up though.
From what I understand, with the ladder system, someone like me who likes to play sPvP every now and then will end up having nothing to show for it. Only the players who stick to sPvP throughout the seasons will be rewarded, and only for that season at that… This whole thing sounds horrible.
I wouldn’t be surprised if this ends up pushing people like me out of sPvP all together rather than pulling them in each season as Anet is hoping for.
I like to knit every now and then. With how much the seasons change I fear that only knitting casually will never get me a woolly winter jumper made in time. This makes me not want to knit any more and has pushed me away from a community I was already only vaguely connected to and took only a passing interest in.
That is basically what you just said. You are asking to get some sort of reward from pvp when you only have a passing and casual interest in it. Rewards in life go to those who are dedicated, preserver and progressively want to get better and work at it. Nobody has ever been rewarded anything for having a casual and passing interest in something. Sorry bud..but this is just a harsh reality of life..if you pander to rewarding every tiny little thing a person does, you never get anything done.
I’m rank 32. I don’t play sPvP only. There are other aspects of the game. I try to be the best that I can be in all aspects. In a SINGLE VIDEO GAME I think it’s reasonable to be able to achieve some level of rewards within each aspect of that VIDEO GAME. To you, because I would dare spend any time in PvE or WvW I shalt not be rewarded with a single penny in sPvP… Nice logic.