I have to say I’m a tad disappointed that this isn’t going to be a monthly event; even if this one-shot is really needed right now, a high publicity discussion like this that the devs would definitely watch would definitely benefit the game and balance every month. A good example is warrior’s building momentum trait not working with flurry; that got immediately fixed after being mentioned in the sotg despite having been broken since beta.
Also as for warrior representatives some of the longtime PvP warriors in soac’s podcast would qualify, like Defektive or Schwarheit.
It’d only be useful if anet actually watched it. Maybe try putting the word out by pming one of the devs about it since they clearly don’t read this forum.
I think something very, very important to discuss is the gradual, constant addition of more and more “cheese” to the game. How they just don’t find any problems with adding these effortless yet extremely effective builds and skills that perform amazing utility AND great damage, the power creep has never been more apparent than now. Even warrior isn’t “balanced” in my opinion any more.
Time gating is just absolutely bloody disgusting. I play this game constantly – the caveat being that I am literally only able to play on weekends due to work. What do I get for being a loyal player? It’ll take me more than months to completely gear up my warrior main with ascended weapons.
And before someone tells me “b-but it’s optional!” no Jesus Christ I want to actually play the game and getting these items IS “playing the game”.
And this is completely ignoring how AWFUL the time gating experience is. Despite knowing full well that I should, I haven’t done a single quartz related daily since the very first day because I hate having to specifically take the time to go completely out of my way to do this crap. IT IS NOT FUN, I have no idea what makes anyone at anet think this is fun, your login numbers might be high now because everyone feels obligated to do their dailies but they most certainly do not find it engaging or fun and they’ll only burn out exponentially faster as they get increasingly sick of this terrible time gating nonsense.
“We wanted Khylo’s trebuchet… but more casual to use so everyone gets the chance to feel important in pvp. Of course, to do so it naturally needed to be undodgeable, otherwise our wide and diverse player base will feel that they are not contributing to the match by not-taking-away-at-least-40%-of-HP-in-a-wide-aoe with every low CD shot. Similarly, requiring to manually aim the weapon is a thing of the past with our patented click-and-fire technology making even the most special of players a deadly force in Skyhammer.”
Adding as much cheese as possible to “make warrior balanced against other classes”.
Rather than doing the right thing and “balancing classes around being as balanced as warrior.”
I like how he sounded more distraught than anything.
I do agree that what jon peters said:
Mod jon_peters: you have to actively react to all the passive things going on
Mod jon_peters: so its still very reactionary and there is still a LOT of skill in spirit ranger
Makes me absolutely disgusted as well. What exactly are you supposed to react to? The spirit’s effects will proc every 10 seconds or so, especially at the rate a ranger attacks at. The fact that they actually believe this makes me seriously lose hope in the direction of balance the game is moving in. It honestly sounds like we can expect even more passive play, even more extremely strong random procs because somehow this makes for exceedingly skilled active play.
Additionally, that they are increasing damage across the board constantly (see: necro) and see no problem with this whatsoever means that being invulnerable half the time will continue to be the only way to survive anything in this game, and that is ridiculous! I came into this game expecting having to dodge only at key, opportune moments but as the game goes on this gets less and less true, and it’s only made worse by anet’s continual support for this kind of play.
It takes away about 25%. It’s still completely doable.
Gs and axe against subject 7
Use frenzy and endure pain
This shouldn’t even be hard subject 7 was the prime choice for multi-gambit farming before his nerf.
why are you not using a shortbow
like your autoattack bounces to 3 targets
cluster bomb can ignore the 5 mob aoe cap and spread out across a very wide area if you explode it while in mid air
thief is great for aoe zergfests what are you even
But yeah I don’t like being in a terrible single-digit fps zergfest across the entire map either.
I agree with you completely. If they had made a prompt that told you which maps you were missing it would make this achievement marginally more acceptable, but the combined fact that sometimes events fail to register, that it takes 13 hours minimum to complete, that the map rotation is completely random… This achievement is just absolutely disgusting.
What happened to giving some leeway with the living story achievements? Cutthroat politics didn’t require every single achievement done to “complete” it. The Queen’s Gauntlet didn’t either. I don’t see what’s wrong with allowing 10/13 map invasions attended to finish this achievement.
Conditions just need to stop being on ranged autoattacks. And stop proccing off said ranged autoattacks. Repeated and EASILY sustainable application of strong conditions is the problem.
Wat. I’m playing a substandard sword/wh warr and I still finished all the achievements my first try easily. I think this speaks volumes about how forgiving and casual this game has become if a level 80 warr of all things has trouble with 3 common mobs.
ANY amount of discussion is good. Saying this doesn’t contribute to good patches is exactly as stupid as their frequently-used claim that “we could be reading and responding to the forums, but we’d rather just do our jobs.”
Ok, now which is it? I have 3 different people saying that fun means 3 different things. This is what I meant when I said fun is subjective.
To some people, it’s fun to knock people off the edge of skyhammer. To others, it’s fun to be matched up against equally skilled players. To even more, it’s fun to feel like you’re great at the class you play.
You’re presenting a false dichotomy. You can find all 3 things fun or only 1 of them fun without the others impacting each other.
What this person said. Not to mention “people are telling us different things so we aren’t allowed to do anything!” is completely ridiculous.
The last one was early July, which was really June’s which didn’t have one.
I think these are much more important than people realize, it allows a channel for us players to directly discuss with the devs issues we feel are important because they clearly don't read this forum very much and so don't know about these issues
So, does anyone know of any news of the next SotG?
Anyway, I suppose the biggest problem with his suggestions are that they are opposed to each other: if you are going to have less dodges, you have to make dodges meaningful. The only way to make dodges meaningful is to have high burst damage in the game.
If you reduce both overall damage and overall dodges, you end up with less of an action MMO and more with a turn based one. At that point, you might as well take the effective power and effective HP of the two characters, multiply them together, and then whomever is highest wins. Because of this, you need to have meaningful burst which necessitates high damage. Then, with bursts and high damage, you need enough skills to mitigate those bursts, and the easiest way to give that to every class is with dodges.
The way I interpreted his point was he meant that yes; Reduce overall damage and overall dodges. This doesn’t mean that dodging is useless because there’s less damage! I think he meant that skills do less damage overall but you still have your Killshots, Eviscerates, Earthshakers, these big, important skills with clear animation that scream “dodge me!” or you’re going to get into a ton of trouble. The end result being that you save your dodges for these big telegraphed moves which ideally every class should have, rather than just dodging whenever you have spare endurance because it’s so available and autoattack damage does high enough damage to warrant dodging anyway.
And once again, I completely agree with his points.
I would be pretty happy with a Hammer animations sped up, cleaving Backbreaker, and moving Staggering Blow. Maybe a range increase on Hammer Shock. That’s all I’m asking for and I think that’s pretty reasonable.
Both of your examples of other classes GM traits have a very significant difference from unsuspecting foe: both death shroud and stealth are built into their respective classes as a baseline mechanic. A warrior does not innately have stuns not traits to cause stuns, he has to go way out of his way giving up a weapon set to cause short duration stuns. That’s why it’s treated differently. There might be a case of sigil of paralyzation causing skull crack to last too long for such a short cooldown with little telegraph, but that’s an issue with skull crack and not this trait.
Vitality does “reduce” damage in a fight if you choose to look at +5k hp as 5000 total reduction in damage. Absolutely nobody is disputing this.
You have like 3 walls of text explaining something everyone understands in the most superfluous way imaginable, but completely fail to address what people are saying about how vitality affects both direct and condition damage in the exact same way except direct damage is additionally affected by toughness, don’t provide a comparison of damage reduction of an equal amount of vitality and toughness when, if healing is taken into account, toughness will mitigate far, far more damage in the long run, and hilariously failed to account for how while vitality reduces the damage you take as a percentage of health, it also reduces the healing you receive as a percentage of health, and thus is an extremely pathetic form of damage “reduction”. Or rather, you do account for it, but only as a vacuum’d scenario when asking if vitality loses effectiveness over the course of the fight when the REAL issue is if it does that less than toughness does (it does not).
In fact, I’m fairly certain you are completely aware that you have just been arguing a complete tangent that doesn’t matter over people’s choice of words (“does vitality ‘reduce’ damage? Or does it just give you more hp? Well if you look at it just so..”) just to circle jerk about all the math you do.
(edited by Jzaku.9765)
Conditions are broken right now, they have no stat or a boon that reduces their incoming damage, like power has toughness/armor and protection.
Give one screenshot or a piece of official information that clearly states this:
“VITALITY REDUCES CONDITION DAMAGE”
If you can not do that then please stop spreading your BS propaganda.
Damage is really just a relative amount. 2k damage means a lot more if you only have 12k health than it means to somebody that has 30k health.
Now, the only reason why you say that toughness “reduces” direct damage done to you is because you don’t understand the nature of damage. If you had 2000 armor and took 300 damage, and then upped it to 3000 armor and took 200 damage, you might think “oh look, I reduced the damage dealt to me”. But this is no different from a person with 20,000 health taking 1000 vitality to get 30,000 health, except in that the latter situation results in a decrease in heal effectiveness. In both situations, you reduced the damage by 2/3 relative to your health, but the difference is that you don’t think that vitality reduced damage to you because you’re stuck in this very narrow world of thought that states “if I don’t see a number go down, it can’t be that damage is decreasing”. What does it matter if the numbers don’t decrease? You can’t just look at two damage values, 200 and 300, and suddenly determine that it’s better to have the former amount of damage done to you, because you don’t know how much your health is in either situation. If you had 500,000 health, would you really take any toughness whatsoever? Would you really be concerned about conditions that deal 100 damage per second to you? Of course not (or if you did, I’d be sincerely concerned about your mental health).
The fact of the matter is that vitality reduces direct damage just as much as toughness does (actually, at least at the start of build creation, by more than does toughness), but when it comes to conditions all that really matters is vitality, as toughness has no effect on condition damage done relative to your health anyways.
That you can’t see through this incredibly simple concept is just… Mind-blowing, really. It takes a supreme level of ignorance to try and leave out this important concept from your mind.
“except the latter reduces heal effectiveness”
I really do not think you should be allowed to dismiss something so crucial as healing effectiveness then launch into a huge tirade completely disregarding it in your calculations. If heal effectiveness was taken into account high toughness outweighs high vitality by a large amount when talking about direct damage, except conditions don’t have this caveat.
I do find it hilarious how the “top players” don’t like the “meta” now, the causal players don’t like the “meta” now, a large majority of players agree that it’s ridiculous to watch and follow people dropping like flies to mass aoe conditions that don’t show up when spectating, people mass ressing randomly, making watching the game awful so the general population at PAX won’t like it…. And they still refuse to change anything.
But there IS an invisible wall already, between the platform and the dome. You can’t target anything past it so the murky glass IS just aesthetic. I’d rather it just not be there so the camera angles aren’t completely terrible.
If the first time fast hands was “fixed” is any indication we need to create a 3 page long uproar about it, have a dev finally post to imply that they think it’s a user problem, then we have to provide video proof before they finally fix it. This takes place over the span of 6 months.
I’m guessing you don’t know that there are celestial runes or you would already have put those on….your……celestial….armour.
There’s a fine line between a skill “looking cool and lore friendly” and “so easily predictable and avoidable”. Unfortunately warrior’s skillset falls firmly into the latter. This is referring to PvP of course.
They should at least either speed up the animations or increase the range on the especially clunky skills so they’re easier to land like the other profession abilities.
Less than stellar processor? Have fun with your 11 fps difficult boss fights dropping down below single digits when the zerg runs underneath you!
I still did my liadri kill but the whole experience was terrible.
Sounds like a serious gear problem. It’s not nice to think about but the solution to almost every boss in the gauntlet is more DEEPS. Get that zerker gear.
I think you forgot to mention that there are zero rewards for playing. That’s very important (!!!)
As long as you’re using a Ranged weapon kiting her nothing much makes a difference. Try Endure pain to tank an AoE, eating the +40% endurance regen food and using signet of stamina to completely ignore positioning most of the time while kiting her, it makes it much easier. I can’t talk much since it took me like 70 tries though. It all comes down to how skilled you are as a player (if you are on a warrior at least), which I think was great design for a boss fight.
Personally to improve it I’d increase the direct damage dealt by Flurry by maybe 250%. That:
1) reinforces sword as the hybrid weapon they wanted it to be
2) keeps flurry as the “burst damage” they wanted it to be with short, high intensity bleeds
3) increases it’s damage without increasing the bleed stacks or bleed duration so you don’t completely screw over your friends’ condition damage whenever you flurry wiping out all bleed stacks after 4s
4) makes it not entirely useless to a power build using sword, and might actually promote following through with the entire flurry rather than immediately cancelling it for the immob
- Currently, Flurry has a coefficient of 1.05. In comparison, Eviscerate at full adrenaline has 3.0. Increase it by 250% would mean it would be 3.675, which would mean Flurry would be 100% superior to Eviscerate. Which is ridiculous. Heck, considering that Eviscerate has a 2.0 coefficient with 1 stage of Adrenaline, I think if you’re increasing Flurry, it should be like 1.95 at most.
- Which it already is?
- And what about solo situations? It’s not exactly hard to take Burst Mastery so that you can have 50%+ uptime on Flurry’s 12 stacks of bleed.
- Sword is already very useful to a power build with Final Thrust having Eviscerate’s damage and Sword having about the best mobility out of all of Warrior weapons
Don’t get me wrong, I love sword with all my heart but Flurry is kind of objectively terrible, damage wise, right now. It gets a very utilitarian 4s immob at max adren, but that’s not going to do you much good outside of PvP.
1) I wasn’t being particularly literal about the damage increase percentage, I was just saying something along the lines of “make flurry’s base damage not completely terrible and equivalent to ~140% of an autoattack because it takes ~3s to cast during which I could have autoattacked 3 times getting much more base damage and 16% of the bleed I would have landed with Flurry”.
2) I said “reinforce”. With my change now Flurry does both moderate base damage and moderate bleed damage.
3) I honestly don’t consider solo situations important enough when it comes to balancing skills. The main bulk of content is dungeon spelunking with 4 other people, champion killing with multitudes of other people, and PvP.
4) I didn’t say the other skills weren’t useful. I was saying it’d make flurry useful.
it has absolutely terrible damage even if you spec FULL condition damage and duration. Let’s say you land 18 stacks (froms crits + sigil of earth + base 12) of 4s (100% bleed duration) bleeds that do ~131 damage
That’s 9.4k damage
I really shouldn’t have you tell you how much damage a full berserker Eviscerate hits for. But it’s like 20k.
Personally to improve it I’d increase the direct damage dealt by Flurry by maybe 250%. That:
1) reinforces sword as the hybrid weapon they wanted it to be
2) keeps flurry as the “burst damage” they wanted it to be with short, high intensity bleeds
3) increases it’s damage without increasing the bleed stacks or bleed duration so you don’t completely screw over your friends’ condition damage whenever you flurry wiping out all bleed stacks after 4s
4) makes it not entirely useless to a power build using sword, and might actually promote following through with the entire flurry rather than immediately cancelling it for the immob
I am not really a fan of loading everything into our (singular) burst skill but hey, why not. Blind is pretty stupid right now.
It’s called solo arena because your whole team rage quits on you
Hue hue hue
>“100b will do over 30k damage on the last hit on top of all the other hits you do”
>Kpop just going “umm” clearly wanting to say that he thinks Dromar has his damage display facts wrong but not sure if it’s really true that you can do this in pveHahaha ok that’s pretty funny
I think he meant total damage of the ability is 30k. The last hit hits 30k because of all the other hits before it (aka it adds up.). All chained abilities do this.
If you listened to the podcast it’s strongly implied that he thinks otherwise. “The last hit of hundred blades hits 30k, on top of all the other hits you do with it”. This is almost a direct quote of what he says. He says it again later in the video when talking about the Spear 5’s “doing 15k on the last strike”.
It’s not hard to believe some people actually believe that multi-hit skills do increasing amounts of damage the further down the channel you go because of how the numbers pop up.
(edited by Jzaku.9765)
>"100b will do over 30k damage on the last hit on top of all the other hits you do"
>Kpop just going “umm” clearly wanting to say that he thinks Dromar has his damage display facts wrong but not sure if it’s really true that you can do this in pve
Hahaha ok that’s pretty funny
I find myself continually amazed by how much I agree with this Helseth person.
>locking someone out for 4s on a 8s cooldown is somehow bad in team fights
I am fairly certain that is the entire point of defektive’s build
> warrior pve
I do quite a bit of pve myself but it’s a thoroughly explored game type in general and I’m curious what you’re even going to talk about in regards to warrior~
Everyone already knows the best build for pve and the entire concept of our PvP builds are rendered completely useless due to defiant so they can’t transfer over…
But yes on topic, I do agree that mesmers at the moment are not viable in the meta, does that mean they are a weak class ? no
do they need buffs ? no
Fact of the matter is, that if necro and thief are nerfed, then mesmer will once again be viable and in my personal opinion a little too strong, espically damage wise, so what I would suggest is to:
Nerf the damage on berserker.
Remove the mightstacks given on mirror blade and replace it with regen/retaliation.
Reduce the mental torment trait to only giving 10% increased mindwrack damage.
Reduce Halting strike damage by 15% (its a free windwrack right now)Hopefully that should bring them in line damage wise.
I am sure there are more things that need to be looked at, but I personally would start there.
You are like some kind of completely unbiased player willing to suggest that your own class is too strong
Please stop you are ruining this community!!(!)
But yeah mesmer damage is ridiculous considering how easy it is to pull off, how your phantasms track for you, put you in absolutely no risk, then can shatter them for even more damage from ranged. On top of all the support they bring in the form of utilities and Elite… Personally I agree that Mesmer damage needs to be toned down, but also that their mechanics should stop allowing them to run in the opposite direction while dealing high damage.
Once this “meta” of condition damage abuse gets fixed Mesmer will instantly jump back to it’s usual spot among the top classes if nothing is done about it.
Omg world record COF p1 was done with 2 thieves… warriors are bad now.
Seriously? That’s like saying “Oh I’ll only be happy if the world record COF p1 is done with 5 warriors huehuehue.”
That’s nothing like saying that. It’s a direct contradiction of the still-existing myth that Warriors are the highest DPS class, which is no longer true. It has nothing to do with his personal opinions.
The problem with continually creating builds is power creep.
I have to agree. In fact I’d wager that Anet has been trying it’s best to do exactly what OP is saying they should do, and all that’s contributed to the game is adding in a ridiculous amount of cheese to every class, because they had to improve these skills to match the already existing cheese in the game.
The game has been progressively getting worse with every patch because of their irrational fear of nerfing things hard, if they don’t start reversing some of this power creep we’re just going to end up with an unplayable game; people just dying by being grazed by extremely powerful AoEs, the only way to survive this is by spamming evades and invulnerabilities of which there will be plenty of…. These things are already happening on a smaller scale right now.
i’d take Axe OH anytime over Sword offhand except some boss fight which the boss doesnt summon minions. not to mention it does better AoE condition or direction damage.
http://wiki.guildwars2.com/wiki/Whirl_finisher
I know what a Whirl Finisher is, I even mentioned it in my post. ~5 stacks of ~5s bleeds in an AoE isn’t TERRIBLE, but it’s happening every ~20s and longbow itself provides enough AoE damage to deal with a large majority of trash mobs that OH Axe is once again, rendered useless in it’s niche. Also each burning bolt flies in a random direction and burns for ~1s, and burn being the worst party-oriented condition… half the time you won’t even be dealing damage with it.
The argument is apparently “I get more adrenaline from using Whirling Axe for PvE.” Guess what? Healing Surge says hi.
Healing Surge: full adrenaline every 30 seconds
Whirling Axe: Full adrenaline every 20 secondsAlso, Whirling Axe comes with some damage.
Take Healing Surge and then down in combustive shot and spam Axe 1s while stacking vulnerability for more DPS and party might stacking.
And what if I’m using Sword MH?
I’m really sorry but Whirling Axe just contributes very very little to any build. I used to run sword/axe as well because “Whirl in fire field omg!” “Adrenaline gain wow!” but that ended months ago once I actually considered what I was missing out on.
The only thing Axe OH contributes is slightly higher adrenaline gain, which I can personally guarantee is not remotely useful even in a condition build with Sword MH because of traits like Furious giving you way more adrenaline than you know what to do with. There’s also Fury, but I don’t think anyone is going to say that’s important.
You are also missing out on the utility other OH weapons provide. Sword OH and Shield have blocks that can be traited to reflect, Warhorn has a blast finisher and can be traited to convert conditions into boons, Mace has vuln for the team and a line knockdown. Taking Axe OH over any of these things is quite detrimental to your team due to neither contributing to your survival nor helping the team in any way. It just grants adrenaline, and does really poor damage.
I’m pretty interested.
I thought it was funny. Personally I really love hammer as well but being overly attached to my charr makes it way more frustrating than it should be to play it.
Sword Shield,
0/10/30/0/30
Zerker ammy / Soldier Rune
melandru runes
Signet mastery
Dolyak Signet / Berzerkers Stance / Signet of Stamina
Sigil of fire on Hammer and Sword, Sigil of paralyzation on Shield.
Race: asura
I think it’s an amazing trait as well, but I feel that making it a 20 point trait in defense was a terrible idea considering how crucial it is to any good build. Not even to cleanse conditions either, but also the fact that the old “embrace the pain” trait is now attached to a Master trait as well.
New bodyguard Golems go haywire and attack the Queen, Logan runs off which leaves you to do the protecting. In the end it all turned out to be an elaborate plan of Scarlet (who is plotting together with the ministry) to assassinate the Queen.
Yeah it’s probably going to be this. In fact we’ll just constantly have more of this villain of the month bull which will all point towards the same MYSTERIOUS mastermind for a couple more months followed by the BIG REVEAL after everyone stopped caring about this terrible excuse plot.