Remove the AoE cap, that would force zergs to think more and spread out to avoid damage. Pushing zergs into choke points would actually matter. There is no skill what so ever in running with a zerg. ANet wanted this game to have a fluid combat system, and for that to happen they would need to remove the AoE cap. Zergs would have to actually think a bit more instead of just standing there pressing “1”, they would actually have to dodge, move out of the AoE circle and start to think PvP.
No it wouldn’t. It would make AE totally OP against unaware opponents compared to targeted damage while good players would get really close more than ever and run with perma retaliation and other boons which would make them almost unstoppable.
The less numbers, the better. Who needs a percentage. It’s a game, not math class.
If it was severe bugs, I’d somehow see why they aren’t fixed quickly. But it takes them months to fix a tooltip, I mean, honestly... wtf. While this doesn’t sound important, you never know if a skill will be changed or if just the tooltip is off. And people don’t like uncertainty while gearing up, especially whn it comes to ascended gear.
I like the concept of defiant because it can be controlled, while your proposal would be random. It doesn’t work out in open world PvE where people don’t understand the concept, but there it doesn’t matter anyway.
If I ever had to play against Osicat, I’d probably hate mesmers too :p
They need to add more objectives worth points. The 2 upper corners of the BL maps are empty of players.
Swiftness could use a WvW nerf as 2 mesmers and 2 guardians can keep 60 people moving non-stop.
They increased individual availability of swiftness, except for mesmers – so unless they nerf it to a degree that pretty much means remove it, they’d only really hit mesmers which already have the worst access to swiftness.
Also it is pretty hard to kill the illusions with the recent signet boosts, since the illusions are harder to kill ,most of the time, than the mesmer itself.
You realize they only fixed the tooltip for the signet you’re probably refering to? It worked that way before.
4)Run away?!A mesmer can rip my health pool from 1200 range with a single skill(berserker) that will KEEP FOLLOWING ME! He can also cripple me and he can even have swiftness.HOW am I supposed to run away from this?“Go back to the heart of the mists”?Sounds fair!
Avoid its creation, destroy it or dodge its damage. Hell you don’t even have to dodge, one step to the side and most attacks won’t connect at all.
Good call on the burning duration though – for some reason I was thinking that two 1.5s burns would equal three ticks, but I’m probably wrong on that.
I still think so. The wiki says “The duration of conditions is rounded to nearest quarter second, which is reflected in the skill tooltip. The duration of conditions can be increased through Condition Duration attribute. It’s important to note that conditions only inflict damage over time in one second intervals and any fractional seconds are ignored.” This sounds like two 1.5s burns adding up would indeed tick three times.
The absence of a holy trinity doesn’t necessarily mean that there are no roles at all. You can still spec for specific actions, but every class can - or should be able to, which is why the concept of making access to confusion very limited was a bit borked from the beginning.
The damage shouldn’t scale with the number of stacks, it should be a fixed amount of damage (depending on condition damage of course) but with one stack wearing off on each skill use. That wouldn’t make you kill yourself because you just missed a burst of confusion stacks, but it would keep the nature of confusion. See https://forum-en.gw2archive.eu/forum/game/suggestions/Confusion-1/first.
Shouldn’t happen and officially won’t happen, end of story.
I agree somehow, unless they change their attitude towards showing player’s "real" names in WvW, there’s often not much use to showing names at all. Except you see quickly if you’re just running into a random zerg or a guild group.
So bad players will harass bad players for being bad because they’re bad.
I don’t understand this =\
It’s online game. You can choose your party freely, no one can force you to do anything.
Yet I always see these posts about "bullying" and "harassing". WTH, really.
That’s usually what the popular people say. "There’s no bullying, never happened to me". Welcome to reality. You never played WoW I assume.
So they implemented broken ranged skills. Sounds legit.
They said they’re already using high-end servers iirc, and I believe that. They have to fix the code to reduce or balance CPU load, no hardware in existance could fix such an issue. Just like there’s currently no hardware that would give you a guaranteed 60FPS in huge WvW zergs, even if you had all the money in the world.
And Confusing Enchantments wasn’t changed at all. Don’t ask for logic, we’re talking about ANet.
If they fix the other ones too and do something about scepter #1, condition builds may actually become viable to some degree.
Sorry, that wasn’t meant to sound upset since I’m not. I’m actually happy with any rectified fixes, no matter what class, since I may be playing that class myself one day.
"We should cry more" actually meant that, not that guardians cry more than others
Mesmer scepter #1 is beyond broken, it doesn’t even do what the tooltip says, not to mention all the other issues, and it’s the only ranged mainhand we have.
DPS meters will help bad and sub-par players KNOW that they are bad, and thus open their eyes to necessary improvements eventually bringing the “average skill level” of players in the game up.
No, bad players won’t care, only good players will know they’re bad players and will harass them. The same reason we don’t want gear inspection. Unless you mean it’s only a personal meter, and not visible to the group. What’s even worse: good players will know that damage isnt everything. Bad players that think they’re good players won’t. So bad players will harass bad players for being bad because they’re bad.
Then why can I still not choose my traits and equipment individually.
Because they want more money. Quite obvious, isn’t it?
I agree, it’s a stupid system. I don’t necessarily need such a tool, but a better separation of WvW and PvE.
The server has to verify your input. If the server is overloaded, it can’t. They have to fix the load on their servers, I doubt there’s better hardware available than they’re using right now. Pretty much the same problem clients have in WvW. It’s crappy programming.
Your GPU isn’t a problem. See http://i.imgur.com/I1f1SC1.jpg, that’s with a GTX 670. It’s hardly loaded, less than 30%. WvW needs raw CPU power, more than 4GHz at best, and then you’ll still not get more than 30FPS in zergs.
As was mentioned earlier in this thread, we have stated that we are unable to provide a reply to all suggestions posted in the suggestion subforum.
We do, however, regularly read the suggestions forum and deliver feedback to the design team on a daily basis. Just because you haven’t seen a reply does not mean it’s not being read.
Yeah, we see how you read the suggestions forum. Instead of doing what’s proposed there, you do stupid changes. Like the confusion or portal nerfs.
Now, Devon, it’s clear you guys agree that titles can be unsightly clutter.
So why stop at WvW? Why do we have to put up with titles even in PvE? Sure, in PvE it isn’t as intense a problem as it was in WvW, but it’s still annoying to be forced to see unnecessary grey text around my screen that adds nothing to my play experience. Specially when the only alternative is turning off names altogether, which is detrimental to gameplay.
Once they remove culling in PvE, they’ll to fix it there as well. They just don’t think that far.
https://forum-en.gw2archive.eu/forum/professions/guardian/Fix-most-broken-autoattack-in-game/first#post1947626
So guardians get it fixed? We should cry more, maybe they’ll fix it for us too.
Hundred blades or whirrlwind on great sword are similar. Each attack has a size and facing and timing and those things determine if a hit occurs.
Except you can hardly control facing and path of a phantasm. Mesmers have to rely on pure randomness in many cases (I’d like to say chaos as that would at least match the class description, but that doesn’t really cut it.).
While they’re on it they should change it so it teleports you back instead of to a random location (i.e. into the next best AE, especially nice in PvE) and it doesn’t require a target to prevent stealth-stomping.
ArenaNet got well over 300 employees.
But only two developers, they others are farming gold in the basement.
As a mesmer, I feel like that random guy carrying a portal. I couldn’t care less if they removed it or gave it to everybody and just fixed my class instead of slowly breaking it more with every patch.
https://forum-en.gw2archive.eu/forum/game/suggestions/Confusion-1/first
Proper fix. Either this, or this:
Give us better access to burning/poison/bleed/chill. The only other class (engi) that had confusion access has nearly every other condition available to them. Mesmer had confusion and blind which we used only for the confusion oh and that was nerfed too
Or refund the 500k karma I spent on rabid gear. Support says they can’t.
Easy solution: use the keyboard.
"lol, no asc gear? Bye nap"
No thanks.
before the patch the condition was punishing far too much after the player received 4 or more stacks. To the average player that person would die from that many stacks easily.
Yeah, it had to be balanced – but not like they did now. They should have changed it so it doesn’t stack in intensity, like https://forum-en.gw2archive.eu/forum/game/suggestions/Confusion-1/first.
The idea that you should not attack when u have this condition is idiotic.
At least you have a choice, unlike with “hard” effects like stun or daze or blind.
Simply because what would you do? It is not only offensive attacks that cause damage on use but defensive ones also. Any and all skills in fact!!!! So tell me what would you do when activating any skill would cause you 1-3k damage. Just sit there and do nothing?
Exactly. But I agree that it could be taken to absurd levels – for a proper fix, see above.
The confusion condition is not just powerful because it causes damage. It can also stop the opponent from attacking if applied at a good low % of health.
That’s exactly what it was supposed to do. Like interrupts in GW.
With the new patch the confusion condition does a good amount of damage. Yet It will no longer destroy everyone with ease.
If people use there skills they will not be punished so brutally from it. Yet they will take a reasonable amount of damage for using their skills.
I would agree if mesmers had a reasonable amount of options to apply other conditions to balance for that change. Unfortunately, they don’t. Even Engis can do this better. Conditions on mesmers are now even more inferior compared to power shatter or phantasm builds than before, and they did absolutely nothing to make confusion viable in PvE. They didn’t even fix the scepter.
Still I could live with this if I could simply change my equipment to a different stats combination, as it stands now I wasted almost 500k karma and some gold on equipment that’s useless.
So all in all. Before patch OP
After patch ok
More like before patch op – after patch broken. Because they always break things instead of fixing them properly.
Exactly. Confusing enchantments was the worst (in terms of balancing) trait, but a little bit of work would have completely sorted out the confusion problems. Well, now it took them five minutes instead of an hour to nerf confusion instead of fixing it. Just like their failed attempts to balance portals. They just screw up constantly, don’t know if they’re lazy or incompetent.
I know you’re totally commited to that idea (who says it’s an ooc buff btw., I see it as an in combat decrease), but you even gave a possible solution yourself - signet of inspiration could be changed so it only gives a reduced set of boons that make sense when ooc for example, effectively increasing the uptime of swiftness when not in combat (just an example, I know people like it as is).
Mesmers have the best mobility in combat, so it’s fair to be one of the worst profession in long distance mobility.
No matter how often this is stated, it doesn’t make it more true. In combat and ooc capabilities are completely unrelated and there’s absolutely no balancing reasons. They wanted to give mesmers “more reliable swiftness”, the result was a completely random, unreliable passive signet effect. Yeah. Great.
Make it a fixed amount of damage and remove one stack per skill use instead of stacking damage. See
https://forum-en.gw2archive.eu/forum/game/suggestions/Confusion-1/first
I’m not sure what you’re talking about since you can ONLY buy armor pieces individually on the trading post.
He’s probably talking about the gemstore.
That witch is one of the most unbalanced enemies in the game, especially considering it’s placed in a starting area.
if anyone is playing a glamour spec and says its fine.. you may not notice how hard you are being carried by your zerg. obviously you are getting loot bags and patting yourself on the back but all your spec is doing is tagging people that someone else is killing for you.
Well said.
http://wiki.guildwars2.com/wiki/Bleeding
Look at the number of stacks and their durations other professions’ skills apply. Plus they’re affected by condition duration. Plus other classes have on crit chance effects too, additionally. Looks the same for burning and poison.
That 100% bleed can’t be enchanted via condition duration boosters, and is thus quite weak.
This is another very good point that deserves to be quoted. Confusion, or a few skills/traits, had to be reworked. They didn’t but nerfed it by 50% instead. This should have been accompanied by a heavy buff to other conditions. They didn’t. They could at least have reimplemented scepter 1 so it causes confusion. Again - they didn’t. Maybe make conditions caused by illusions affected by condition duration as a compensation? Nope.
Well, thanks for nothing.
(edited by Iruwen.3164)
Nerfing confusion by 50% AND putting an ICD on Blinding Befuddlement is over the top, no matter who says what about it. Either put confusion back to 100% and change Blinding Befuddlement to something else entirely, or keep the ICD on Blinding Befuddlement and nerf confusion by 20-30%, depending on actual proper testing in WvW settings (= play with the numbers till the majority is satisfied, instead of your ctrl+c/ctrl+v KARATEEE CHOP nerf)
Worst thing is, the trait that actually had to be balanced was confusing enchantments.
http://www.wowwiki.com/Area_damage_caps
This is the way to fix it (3.3 mechanics). WoW can do it, why can’t you. Simply removing or increasing the cap would be ridiculous and hardly balanced compared to single target damage skills, but a DR solution would actually be sophisticated.
/e: forget that "why can’t you" part, it was just rethorical. Considering the confusion "fix" they "worked out", they’ll just change a single number, which is the cap, instead of really fixing it. Primrose path ftw.
...which are so inferior to a power shatter built that it’s just laughable. It’s completely unviable in PvE and in WvW it’s even worse, we have to rely on low stacks of short random conditions where only bleeds matter at all which will be cleansed though unless you’re fighting a really bad player. "Slow build-up", yeah right, because you got time for that.
http://wiki.guildwars2.com/wiki/Bleeding
It’s hard to even find mesmers in the list, not to mention the number of stacks and base durations applied.