Remember guys, there was the system in which the trait lines provided the stat points as well. So it was also do I want additional power, not necessarily just the power line traits.
I am glad they changed that, because it forced some builds to have a certain playstyle.
But it probably made sense for half of the builds to be associated that way.
I don’t remember how to multi quote on this platform.
@IDICERI- Funny cause I almost made a Kobe reference in the original post.
@Cynz- I am gathering that it is a balance issue, but I don’t know how much I should blame on balance. Don’t want it to be an excuse.
@Dahkeus- I am trying reaper for a little bit and may try dragon hunter as well for the experience
@Eurantien- I guess I can find that thief build and force it.
Hi all, K pop here.
Just looking to express my opinions and vent some stress a little with PvP. If you do not have something to contribute, I am respectfully asking that you do not flame or troll my post.
I will come out and say it, I think my performance has tanked with the new expansion. Now evaluating the source is a little complex. Yeah, there are tons of new animations and tells to learn with new trait combinations, and I have not put in the dedication and time to learn them all. I can admit that straight up. Not to mention my play time has dropped off in the October November months. But I like to talk about the other aspects that have negatively affected my performance and views of the game.
GW2 used to be build wars 2. Then it became trait wars 2. Then it became trait line wars before the current form of specialization wars. Game went from partial traiting out lines to fully dedicating to lines. I must say partial traiting gave more customization and ensured that you were able to get certain aspects. But it was probably for the best to switch to trait lines to ensure that certain combinations of skills were not possible. This narrowed what they had to balance around. Unfortunately, the slow balancing pace left many classes with cookie cutter build necessary to be competitive and left many trait lines in the dark useless.
Then introduce specializations. Trait lines gone super saiyan. I really wonder if you can actually compete with a full team of non specialized players versus the new stuff. I would love to see this. Probably feel like Vegeta when Goku first went super saiyan. At the onset of the new content, all the practice of the original line combinations and class weaknesses and strengths went out the window. Specializations didn’t make classes more unique, rather it made this more the same. Class lacked a range weapon, here is one. Looking for a way to support your team, here is healing. No melee presence, have a GS. Not to mention enhanced clutter from everything AoE. My laptop is dying lol.
Now I main thief and warrior, and I have not been able to find something I enjoy post expansion. I guess its a playstyle compatibility issue, because the roles I liked were there pre patch. Recently switching to reaper didn’t seem to ease this because I feel like I am not contributing to the team well enough. Team issues another whole can of worms i will leave alone here.
Some game mechanics I just don’t understand. If the object of the game is protecting a 600 radius node, why does it seem like 60% of skills in this game blanket a 600 range area. Its all bomb and forget. Foefire middle node fights require the most skill because there is room to kite, more GW1 style. Melee struggles are serious.
So maybe I just need to find the class/build that fits me in this supercharged HoT. But at the moment, it makes me feel like a I just bought the game yesterday lol.
This post is not to shun the game, as I have enjoyed my 3+ years on it. But I guess I am having compatibility issues and need something new (class/build) to rekindle the flame.
So we have gotten to a point in the game where this should be brought up again.
Why do we lose adrenaline out of combat?
Necromancers keep life force when they die or drop combat, which is also gained through combat and deaths.
New Druid change prevents astral force from degenerating out of combat. But it is a combat mechanic.
Minions do not die when you leave combat.
Thieves regain initiative out of combat.
Skills recharge out of combat.
Traits recharge out of combat.
I think you get my points here, whether or not some are directly related.
But I am just curious at this point. Is it solely the idea of losing rage outside of combat?
intermittent skipping during combat sPvP
in Account & Technical Support
Posted by: Interpret Interrupt.3824
So this is becoming a big issue for me so hopefully someone can help me.
My computer is Alienware Mx14 Windows 7 home
Intel i7-3720QM @2.6Ghz 64 bit system
geforce gt 650M with driver 347.88
16gb ram
Speedtest.net results show a ping of 8ms, download speeds of 20Mbps, and uploads of 5Mbps
My in game graphics settings are attached.
Previously before expansion release, in 5v5 sPvP I was able to maintain 60 fps and I did not have this skipping around during combat. Now post expansion, I am having major skill delay and combat freezing/ slash skipping. It seems like lag because everyone is frozen, then there is a massive progression of damage. My skills seem to have a delay in activation. My frames do not appear to be dipping much during the action.
I am not running any other programs except razer synapse for the mouse, and MSI afterburner to track my frames.
I am trying to determine if this is net lag, processor issue, or if I need to turn down some settings in game further. I can not play competitively with the current issue. Any suggestions would be appreciated, or comments if experiencing similar issues.
Agreed. There were several times where I would pop this for some multi hit attacks and I would die from the follow up hits while my thief was trying to do the counter kick.
When I watched that video all I could think was why didn’t you put a blinding powder on the down body. I guess 12th time is the charm lol.
I was recruiting for pug quest this last weekend. While I enjoy the format and the competition, I believe there is a lot of room to improve it.
At this point, we have to start thinking of a legitimate algorithm to garner player skill.
First, there are several players in pugquest that are esl, AG level, and there are many that are not there. This can make for some crazy imbalance skill level teams.
Second, team formation is done by players…players of this game. While I would love to believe there is no bias, I think there needs to be some publication of the team formation methodology to lower the chances of players crying foul.
Third, map choices are huge. If you are having a “entry level” conquest tournament, why is the deathmatch board even a part of the rotation?? You want people to hopefully transition to bigger stages and you are playing maps that do not contribute to that progress.
Fourth, There should just be more publicity about the event overall closer to Friday and Saturday. I spent maybe 30 minutes in the mist talking to folks and got about 5-8 people to sign up for the tournament in that time frame. Most people just didn’t know what it was or it was happening.
Fifth, like AG, I think there needs to be some sort of winners removal from the tournament for a week. While the same teams are obviously not performing together each week, the point is for fun competition. This is a debatable point I believe because 1 person should in theory not carry the conquest team, but I have seen sometimes that it is possible.
Would be nice to be able to bind the esc key to another key through the options game controls menu.
I was thinking reflect and block are different?
But that is probably the reason for it. Just weird that is the game’s logic.
I stole from a berzerker warrior and while I was whirling I was downed by a rifle. So I was thinking ok, maybe some lag/ delay, then after reading the skill, I noticed that the reflect portion is now gone.
Was this a ninja change?
Or maybe because it was a berzerker warrior?
Is this in the patch notes?
Only noticed it this past maybe 2 days. But that is huge. It caused me to take 2 hits for 25k Gun Flame from a warrior. That is wow strong.
I suggest you do your best to have your defensive stun break ready for bassy venom. Then you can manage the unload damage with a dodge. I dodge will cut the dps in half. Plus, you must remember to pressure the thief. If you force them to stop shooting you to protect themselves, then you will be in better shape.
Remember as an engineer, you need to be utilizing at least the fact that you can do the damage while kiting, through bombs or through grenades. Also remember with the initiative system on thief, unload cost 5 initiative which is 1/3 of their initiative bar, with the 15 initiative most thieves have. Bait unloads with defensive cooldowns
Holy crap the amount of information in this API key thing is astounding. Why is this not a PVP sticky?
Clusterbomb is so much better in team fights than a mesmer.
The thief thing has to do with the ability to tag all the enemies. You do not have to do the most damage, you just need to hit everything a certain percentage. People use thieves in silverwaste because the shortbow allows for multiple enemy hits with reasonable damage from auto attack. Meanwhile, the thief mobility allows it to just between the multiple events getting credit for each thing. It is about min maxing your rewards.
The gear is not as important, so much as the playstyle. But a nice zerker set will do you fine.
TLDR; thieves use range to tag multiple enemies and get credit for rewards. mobility helps them to get to each reward zone faster for more rewards.
So can I find skill coeff in game or only on the wiki?
So I am trying to do a damage calculation and I am starting with the posted formulas on the wiki page.
Damage= Skill coefficient* weapon coefficient* power/ armor
Now a heavy golem according to wiki has 2600 armor
For my thief, the dagger weapon coefficient is average of 950
Backstab from the back skill coefficient is 1897
Power is 2225
So damage = 2225*1897*950/2600=1,542,224.
Now obviously this is not the correct number. When I hit the heavy golem BS does 2850 damage approximately.
I am not including the trait modifiers, which is +-10% damage.
So what is the actual formula? Or am I missing something.
Is it defense * toughness instead of armor?
Definitely interested in this.
Only have to keep track of 10 skill bars and positions.
Dibs on Ferox
-15chars
+10000. Who cares about all the stats in the world if I only have 10 seconds to view them.
+1 this because at first I thought my mouse was not working. But then it happened every time. IDK why this would even be considered a good thing at all.
In the middle of opening the bags, interrupted
Dying your character—Too bad
On the gems store/ Trading post— Oh well
Typing to a person— Games aren’t for chatting
Fighting the npc in the mist— So much for that
Playing Costume brawl while you wait— Accepting that loss
I could go on and on about the things freezing the screen completely interrupts, which makes me dread que times even more.
It is a deceptive statistic. You have clones, minions, ranger pets, downed bodies, NPCs base doors. Maybe you do a lot of damage to the wrong targets.
You could be 1v1 a bunker and do the most damage in the game but contribute nothing to winning a match.
Frankly, I think conditions removed (received) and boons removed versus what your build is slotted for is more important information. Or even healing, because rezzing is important. Or team bunkers healing output to allies. These are important stats for improving your game. Damage in its current for is a measuring contest.
Maybe they could just limit the choices to one amulet type per player on the team? Or something like that.
It was fun having a banner bunker warrior fight beside a shout support war, berzerker gs war, hammer war, and condition war.
We did this a few years ago. It was the profession tournaments. Teams of casual to semi-advanced players were put on teams of all the same profession and they were coached by one of the veterans of the profession. It was quite fun to coach and watch as the full class teams had to fill different roles in order to function. Maybe could be brought back with build restrictions for build stacking.
The role of “+1” never made sense nor it was even logical to begin with…it’s not like Thief makes the game 5v5+1.
In any 5v5 sports, the 10 players plays the game and the “plus one” carries the towel and the drinks.
I think of the plus one like a pick and roll. The numbers are always even but you can create imbalance in certain places. In theory any class could do this, but in reality only maybe 2 has the mobility and retreat mechanisms to do so.
The original perk of the thief having the highest DPS is now outshined by the across the board buffs. SB5, SR are probably the two things holding it up. And backstab of course because it is a high multiplier.
Bags within bags within bags.
Today I had 17 stacks of burn messing around in a hot join and I could not remove it fast enough with shadow step, shadow return before it mulled me down. Was quite funny and all I could do was laugh.
There is a reason this doesn’t exist. There would be no reason not to run just this amulet. Everything you want.
Aftercast of certain skills is the key here. A lot of skills have it and you have to become familiar with which skills can chain directly without the aftercast effect.
You should also put whether EU or NA. helps for narrowing.
Im not sure what you mean with “having 25% high chance”
no quarter boost your ferocity by 250 which results in 16.6% higher crit dmg.
Because I can stealth only every 3 seconds is the reason I included the AA Chain to cover this.
I was in the office. I meant the fury portion of the ability. You get 20% more critical chance. That gives all of your non-stealth attacks much more average damage.
Hidden killer on affects stealth attacks vs no quarter affecting all attacks. While I toyed with the numbers a little bit, having just backstab crit, vs having 25% high chance for all skills, doesn’t seem like HK could over power NQ. I would have to review your math.
But just back of the envelope, if you consider dps and that you can only stealth every 3 seconds, I feel like the dps percentage can’t be higher. The raw numbers may be higher though since BS has a high coefficient.
I just want to know, who is actually buying gold? Because there must be a market for this, else they would not bother doing it.
I find that it really depends on your style of play. If you are going into smaller fights, improvision is amazing because the chance of recharge can turn a fight (i.e. double heal, SR etc).
Executioner in a team fight is amazing with short bow just putting out so much extra damage to multiple targets.
Honestly, I just flip a coin each day and role with it. If you go zerker amulet though, take executioner. SO much damage, it is funny.
+1, because you can recognize skill animations and have an idea of what is big or small damage. But you have no idea how hard the condition will hit for until after the first tick.
Double chill is nothing to take lightly. Especially since it hits for like 2k
Adding mine for consolidation.
Critical Shots-Mastery-Ankle shots
Reads “Critical hits with pistol and harpoon skills have a chance to cripple foes. Pistol and harpoon attacks deal increased damage to crippled foes.”
When you equip Ankle Shots, Shadow shot’s base damage decreases. In addition, all pistol skill range is increased. Example, shadow shot goes from 900 range to 1200 range.
Base damage changes from 1037 to 988
Equipment is Marauder’s amulet and vamp runes- if that affects anything. See screen shots below.
Attachments:
The post are not coming in correctly. Here is without the trait.
Critical Shots-Mastery-Ankle shots
Reads “Critical hits with pistol and harpoon skills have a chance to cripple foes. Pistol and harpoon attacks deal increased damage to crippled foes.”
When you equip Ankle Shots, Shadow shot’s base damage decreases. In addition, all pistol skill range is increased. Example, shadow shot goes from 900 range to 1200 range.
Base damage changes from 1037 to 988
Equipment is Marauder’s amulet and vamp runes- if that affects anything. See screen shots below.
But then if you ran only deceptions, you could recharge them on 20 sec cd. Might be too strong.
Lol those subtleties gave you up.
Amulet stats keep balance. You can balance amulets much more effectively than balancing point distribution.
While I think some amulet stat combinations are strange, that was their decision.
Amulets force you to pick a play style. You cannot have your cake and eat it too. i.e. (Power, precision, crit damage, toughness, vitality). You must pick what you value.
Seems like the variety is there. 3 posters, three different trait line combinations. Sounds like working as intended.
Matching stat lines to the traits forced certain builds to be offensive or defensive when you may have wanted the other.
Putting stats on the amulet solely makes it so you have to choose whether you want to do big numbers or live longer. I think it is reasonable change because now you literally can’t have it all.
Maybe it is not an easy fix. Z axis is not a trivial thing you know.
Not easy to fix? 1-2+ years and still releasing expansion?
Send Anet the code guys. If it is so easy to do. Z axis is a can of worms. Hell in GW1 you could hit people on different Z axes if you were next to them.
Looking for that 5th player to round us out. Don’t be shy. Get discovered.
Maybe it is not an easy fix. Z axis is not a trivial thing you know.
Also experiencing this issue. When you click the build, it crashes the client. Windows 7 64bit