(edited by Jasher.6580)
there are a tonne of great games out there that like a bit of jumping and you’ll be missing out if you don’t get to grips with it.
I can’t get to grips with it… I am incapable… the dungeons were fine without them. I can’t work for map completions because they vistas are impossible for me, I don’t like PvP… the only thing I could do well at in this game was dungeons… and now they are adding jump puzzles in there to gate me from it as well… I’m more than a little saddened by this.
Magic find doesn’t belong in dungeons. The dungeon content is supposed to be challenging and push players to perform well, giving incentive for players to wear magic find in dungeons is three steps back in what dungeons should be.
This is like some sick joke by Anet where rather then fix dungeons to be more challenging, they give incentive to wear magic find in dungeons where selfish players will drop stats for magic find thus making the dungeon more difficult. Mobs die more slowly, players die more easily, all because of an antiquated stat like magic find. It makes dungeons harder in a terrible way.
kitten off with the magic find gear
I whole heartedly agree. I read a post recently where the dev who builds the dungeons said he runs with a set mixed with magic find gear. That’s right… the DEVELOPER of the dungeons mixes magic find in his gear… further encouraging people to do so.
I’m extremely annoyed.
Making magic find consumable only is the perfect solution. Reimburse people in some way for the current magic find gear. And we are good.
I think overall PVE DOT should increase. PVP (although i don’t play much) seems fine based on watching streams.
It should not only increase, but it should increase substantially. I really thought this patch would have addressed this very issue. I guess not.
I’m sorry I have to disagree. Even if it’s situational where someone snuck up on you. Giving a profession the ability to “global” you from full health to zero is unacceptable.
When you preview them in the widow, they don’t show up properly, and they look ugly. It may discourage people from buying them.
The difference here is jumping puzzles such as this actually do hamper individuals who want to play the game, but due to disabilities lack the fine motor skills to perform them. Previous jumping puzzles were mostly “optional” and would not hamper an individual’s attempts to advance a character’s equipment. The jumping puzzles in FotM do interfere with those individuals.
This is actually a very clear outline of my concern. Putting jump puzzles in a dungeon is a terrible idea. I hope someone from ArenaNet actually reads this.
oh come on, I dunno exactly which one you mean, but the one in asura-like environment with harpies is the easiest one in the game…I wouldn’t even call it a jumping puzzle…you can do the jumps even in combat
You guys don’t understand… I seriously have a problem with jump puzzles… I think I have a serious problem with depth perception.
I REALLY hate jump puzzles. You people have no idea how frustrated I am about this.
Anet should just get rid of MF from gears and have it only in consumables.
Problem solved.
I wouldn’t argue against this either. As a matter of fact. The whole thing makes me quite bitter and angry.
Everyone is wearing magic find gear to dungeons to increase their rewards, I’m not sure how or why the developers thought this would be a good idea.
I think there should be a cap to the amount of magic find you can benefit from and make that mark very low so people aren’t wearing FULL magic find gear to dungeons.
You should also adjust the booster to make the player reach that magic find cap (more gem store purchases for you guys?)… and then remove the magic find from guild perks and all other avenues.
19k-25k hundred blades is okay… yet they nerfed pistol whip… I’m genuinely confused. Both root the character, both are channelled attacks, yet the guy with the heavy armour and high health gets to keep that ridiculous damage.
Confused.
As a matter of fact, all they got were buffs. I genuinely would like to know.
Warrior
Dual Shot: This skill’s damage has been increased by 10%.
Bull’s Charge: This skill’s range fact now properly reflects the actual range of the skill.
Reviver’s Might: This trait now uses the correct icon.
Stick and Move: This trait now uses the correct icon.
Forceful Shot: This skill is now a projectile combo finisher.
Brutal Shot: This skill is now a projectile combo finisher.
Split Shot: This skill is now a small projectile combo finisher.
Knot Shot: This skill is now a projectile combo finisher.
Repeating Shot: This skill is now a small projectile combo finisher.
Triple Chop: This skill’s responsiveness has been improved.
there’s already a long thread about this issue why start a new one ?
https://forum-en.gw2archive.eu/forum/game/gw2/The-idea-behind-the-25-Bleed-limit-in-PvE/first#post686570This thread is not just about bleeds.
same thing mate, condition stacking is the main issue just as the other thread just because he focused on bleed don’t make a difference.
This is not just about condition stacking, it’s also about the fundamental flaw behind confusion. Did you read the thread?
there’s already a long thread about this issue why start a new one ?
https://forum-en.gw2archive.eu/forum/game/gw2/The-idea-behind-the-25-Bleed-limit-in-PvE/first#post686570
This thread is not just about bleeds.
I think overall PVE DOT should increase. PVP (although i don’t play much) seems fine based on watching streams.
It’s not just that the base damage should increase, I think there needs to be ways to bolster ways to administer the conditions as well. Particularly with confusion.
I disagree with the OP. Please keep xp for crafting. I have nothing more to say.
If condition is what’s supposed to win the longer duration fights, but takes awhile to build up, then it should have a point where it exceeds direct damage. That doesn’t exist and the removing the caps (or making them really high) are an easy way to remove the otherwise restrictive barrier.
This is a start, I am still worried however, how they are planning to handle how confusion will work on objects since objects don’t activate abilities. With the lack of feedback, I feel like they are just pushing this issue on the back burner.
-snip-
I see the bleed cap being hit in 5 man dungeons ALL the time. I’m in a dungeon right now where a Thief and a Warrior are constantly capping it out just the two of them.
Weaponsets are different from builds. Having an entire weaponset ostracised in PvE IS bad design. Also confusion is NOT “outrageously powerful” in PvP… as a matter of fact, if you noticed in high end sPvP (assuming you play high end sPvP)… condition builds are a joke, and any good team worth their salt don’t carry condition builds. It’s mostly high burst, high control.
I wish people would pull mobs to me… makes farming a lot faster.
Every time this gets brought up, I wonder why, given the rules of the game, why are these players attempting condition builds for pve in the first place?
They have their place in pvp. Confusion in particular is wicked awful to a player.
But these complaints don’t make sense to me. The rules are clear. Don’t attempt these builds.
There’s plenty of builds that totally suck for one of the types of gameplay. To a dev, that may or may not mean they should revise the rules.
To a player, it means you shouldn’t run that build.
So in other words, Scepters and Torches are PvP weapons for Mesmers? That is just terrible game design. Also, I quite enjoy DoT damage than direct damage, but right now it is absolutely terrible in PvE.
It’s not very useful against champions though because you have to let the mob attack as much as it wants which means mitigating the damage they do rather than kitting them to maximize the confusion efficiency.
It’s not very useful against champions and/or most mobs in explorable mode dungeons. Which basically means that it’s garbage in an explorable mode dungeon.
I thought I saw confusion applying damage on a wind-up attack regardless of whether or not it hit anyone. Was fighting ettins, would dodge their attacks but still see the purple circle.
Does the attack actually have to land for it to trigger confusion?
No the attack doesn’t have to land, but if you’re kiting and dodging, it’s so situational and frustrating, the damage you do over the course of the encounter is a joke compared to that of someone running a power/precision/crit build.
I don’t pve much, so pardon my silly question.
Is there a point to ever use Confusion skills in pve? I thought most mobs, even bosses, didn’t really trigger this. If this is true, why even consider using Confusion stuff in pve. Use a non-confusion build in pve perhaps?
Because they want it to be viable in PvP AND PvE so they separated them. Confusion deals different damage in PvE/WvWvW than in sPvP. In PvE and WvWvW, its damage is given by:
10 + (1.5 * Level) + (0.15 * Condition Damage) per stack per skill use.
In sPvP, its damage is half as much, or:
65 + (0.075 * Condition Damage) per stack per skill use.
The problem is that changing the coefficients is not enough to make it viable in PvE. And Mesmers are also concerned about how it will work against objects when they administer the changes for conditions to “kill” objects since objects can’t activate abilities.
If you’re saying we should “forget” about confusion in PvE, then that would render Scepter/Torch a PvP only weapon. And we would be the only class in the game with an entire weaponset pigeon-holed to PvP only. I feel like that would be grossly unacceptable.
If you’re in a dungeon and you happen to be in a group with other condition damage players, with the current set up, your damage is basically a wash…
Bleeding stacks are capped at 25. Burning only refreshes in duration as does Poison… and Confusion… well Confusion is a joke in PvE.
Why can’t players have separate stacks of conditions on a target so that it doesn’t make the damage obsolete when running with a full group of condition specc’d players?
As a Mesmer, I have a huge problem when it comes to how Confusion is handled in PvE.
A “conditionary-condition” is just bad in a game-system where players are encouraged to dodge and move out of harm from potential incoming damage.
Pathing, windup, and ‘monster-skills’ which don’t even proc confusion result in a baseline lack-luster playing field for confusion. Every phantasm and trait tied to the mechanic is usually on a long cool-down, low stacks, and very prone to miss-fire (out-of range scepter channel or interrupted channel sceptre, dead iMage, etc).
If someone finds a boss where Confusion is particularly decent, then maybe that would be some noteworthy information to share. Mobs generally switch targets, move, chase people, “wind up” attacks. Confusion’s damage varies greatly with enemy behaviour and it generally makes this specific condition a joke in a PvE environment.
Another thing that worries me… the developers have already said they were looking into how condition damage is handled when it comes to the “killing” of objects… while I’m happy about that, I’m curious how that would work with the current PvE version of confusion since objects don’t activate abilities.
All in all, I think Conditions and especially Confusion needs to be reworked for PvE AND PvP… since trebuchet’s need to be killed as well and they are objects.
(edited by Jasher.6580)
Please remember condition damage affecting objects. INCLUDING confusion. I’m curious to know how you guys will deal with this one considering objects don’t activate abilities. Mesmer condition builds are super frustrating.
Then….dodge both? You are in possession of two consecutive dodges, correct?
And if you dodges something else before? And then dodged the first… Oh wait, you’re saying that to be condescending. Because I’m a “bad player”…
Their jump is VERY telegraphed and easy to dodge.
Champion Scavengers are a bit of a pain, because you can’t always interrupt their channeling attack.
Yes, but what about when there is two of them… and you dodge one only to have the other jump on you right after…
I’d like to know why sometimes the boss dies quickly and yet sometimes it drags on and on and on and on and on because I’m basically “carrying” a bunch of people who refuse to put points into their traits or if they feel like wearing white gear for RP purposes.
I’m convinced that whoever came up with the idea of Graveling Scavengers is a bad bad person and they should feel bad about themselves. I’m also convinced that it’s the same person who came up with the idea of jump puzzles.
IF they are two different people, they are both kindred souls and they are both evil.
Yup i play a glamour mesmer with mass confusion and its great
I use it for pve/wvw/spvp i just luv the play style
0/0/10/30/30
I’m so confused whenever people talk about PvP when the title clearly states [PvE Dungeons]…
and stay away from the Mantras they are a disaster in pve (especially dungeon running).
I love mantras… with empowered mantras coupled with harmonious mantras.
I’m just curious how they plan to work confusion damage into this because inanimate objects don’t use skills.
After reading all these responses. I’m genuinely disappointed. I am just going to stick with my power/crit build and Greatsword. Saves me some gold with trying to buy Carrion gear and weapons anyway…
I’m thinking about running a confusion damage build on my Mesmer, and I was wondering if anyone had any insight or update on when and how the developers planned on rectifying the issue of condition damage vs objects.
I heard them mention it once, and I haven’t heard about it since.
ArenaNet said that they changed how confusion damage now works in PvE. They didn’t go into any detail whatsoever. Is anyone clear on the differences between confusion in PvP and PvE? Is it effective now? Is it worth running a condition/confusion damage build with condition damage runes and gear? I was thinking about running a sceptre/torch confusion dungeon build with nightmare runes.
Also, I know they said they were going to take a look at how condition damage handles inanimate objects in dungeons. Let’s hope this will be soon.
Was Rage mathematically superior, or did it just seem better to you?
This is an interesting question, I always wanted to know which would be better for Geatsword Mesmer. I’m thinking it’s either Rage or Air. I’m not sure though… if anyone knows for sure, I would LOVE to know!
Here is the actual build I’ve been running, I tried to boost phantasm damage as much as possible. Is there a superior build to this when it comes to boosting iwarlock’s damage?
http://www.guildhead.com/skill-calc#mcmc0z0zMMxblmMxblmaf0pGcMmVca08kir7kiG70m7kGL70V
Wow, our builds are VERY similar. lol
Here is the actual build I’ve been running, I tried to boost phantasm damage as much as possible. Is there a superior build to this when it comes to boosting iwarlock’s damage?
http://www.guildhead.com/skill-calc#mcmc0z0zMMxblmMxblmaf0pGcMmVca08kir7kiG70m7kGL70V
This is the build I’ve been running, I tried to boost phantasm damage as much as possible. Is there a superior build when it comes to boosting iwarlock damage?
http://www.guildhead.com/skill-calc#mcmc0z0zMMxblmMxblmaf0pGcMmVca08kir7kiG70m7kGL70V
If someone could throw me a link from wowhead or another build site, I would greatly appreciate it.
Thanks in advanced.
Then again, maybe I’m doing something wrong? I would greatly appreciate the help.
I don’t play staff as a condition damage build. I go full Berserker’s with a staff. The iWarlock does increased damage based on how many unique conditions are on the target. It doesn’t do condition damage, it does raw damage, and it benefits from the power and crit on your gear.
I also tried the GS build and I “feel” like I’m doing more damage with the staff and 3 iWarlocks up. What’s the best staff build I could use?
So this build does more damage than the Staff build with iwarlock?
Do you think you could link that greatsword build from wowhead for me please?
I was wondering if someone could give me a little advice on a high damage Mesmer build. I’m leaning more towards a GS/Staff weaponset since I prefer ranged… I’m assuming I should go for Berserker’s gear?
Feedback would be greatly appreciated.
Why not play a necro?
Seems like it is what you want.
What does playing a Necro have to do with correcting a broken and frustrating mechanic for many?
I agree that illusions should stay and function more like pets because so many Mesmer traits and skills are so dependent on them and the Phantasm skills continuously get nerfed with higher recharge.
And the truth is that it wouldn’t even necessesarily be like pets at all… pets don’t die in 2 or 3 hits. It would still feel unique to the profession but it would be a lot more useful with a lot more functionality particularly for the PvE player.