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Static field and out of range

in Elementalist

Posted by: Karl McLain

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Karl McLain

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Sounds like a bug to me. We’ll check it out.
In the meantime, I’d also suggest putting this sort of bug report on the bug report section as well. Thanks for the heads up!
https://forum-en.gw2archive.eu/forum/support/bugs
Cheers,
-Karl

RIP conjure builds?

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Posted by: Karl McLain

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The damage from conjures and other weaponry of the like had an unintended increase from the patch on September 3 as a side effect from another change, so this fix was just to correct that bug. It’s not to say we’re against increasing ele conjured weapon potential in the future.

Cheers!
-Karl

Patch Notes - Necro 9-3-13

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Posted by: Karl McLain

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In script, the threshold is still 25% health.
In testing:
On a target that has 18140 health, any strike that occurs when it’s at or below 4535 health procs Chill of Death.

Patch Notes - Necro 9-3-13

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Posted by: Karl McLain

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I just realised I can probably explain it a bit clearer another way.

Dhuumfire with ICD and crit requirement procs around every 12 seconds.
It applies a 3 second burn (with +50% duration).
That’s 25% uptime.
Burning is around equivalent to 6 bleeds.
6 bleeds by 25% means dhuumfire is around equivalent to 1.5 bleeds if those bleeds have 100% uptime.
Grasping dead bleeds have 100% uptime.

Hopefully that gives a clearer idea of how much dps loss this means. Around two thirds of dhuumfire, the must-have grandmaster trait for condi necros.

I know I’m harping on about it a bit and I don’t intend to. Once again, I do think this was needed. I’m just saying it to try to help people understand where they get their damage from as necros.

At what crit % did you test that? With a 54% crit chance (rabid), i feel its a little closer to 11 seconds, so its 27% uptime. Also, its more like 6,6 bleeds, so i would say its closer to a 1,8 bleed stack at a 100% duration.

But the problem with dhuumfire isnt that it does an amazing amount of damage. The problem is that it does burst condition damage ( a lot of damage in a short time ), and it is another condition inflicted on the target.

If you inflict 15 bleed stacks or only 14 and your enemy uses a condition removal it removes all of it, so it doesnt really matters. But if you have burning and 14 bleed stacks and he uses a condition removal, it may only remove your burning, leaving your bleeds alone. Also, since burn has a low duration high damage, by the time you enemy uses his cleansing it already did 33% or maybe 66% of its total damage (1 or 2 sec), while if he removed your bleeding it was probably at 20%~40% of its max damage.

So yeah, 1 stack of bleed doesnt amount to much. If they reduced dhuumfire to 1 second it would be a lot worst (specially because even if you had 50% condition duration it would only tick once, meaning you would lose 66% of its damage).

Our condition damage needed to be toned down, and i think they arent done with this patch. So i will save complaining for later. For now its fine.

Great conversation going on here guys. I wanted to drop by and back up some of the theories that are being discussed.

Dhuumfire is indeed a condition ‘burst’ application. When we lowered the PvP duration, we were doing two different things. Firstly, the duration of the burn was a bit too long for the fast-paced nature of PvP. Secondly, burning was covering up the conditions that tended to deal the more intense damage over time, bleeding. Many condition removal skills, abilities, and traits remove one to three conditions, which means that bleeding (usually being the first condition applied, meaning it will be the last one removed via skills) is quite difficult to fight against. With the duration reduction of burning, it allows players an opportunity to use their condition removal skills.

The bleed reduction on Grasping Dead serves the purpose of reducing the Scepter’s overall bleeding damage, while keeping the bleed up-time constant. In contrast, if we were to have reduced the duration of the bleeds, the immediate ‘burst’ AoE pressure would have remained nearly the same.

As for the question regarding Chill of Death, the trait triggers if you strike a target that’s at 25% or less. Meaning if you strike a target that’s at 26% health and bring it below 25%, you’ll need to attack it again in order to get the trait to trigger.

Cheers,
-Karl

Protector's Strike glitch (again, yep)

in Bugs: Game, Forum, Website

Posted by: Karl McLain

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Thanks for the report, we’re testing some fixes for this now.

-Karl

Crippling Talon broken.

in Ranger

Posted by: Karl McLain

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Hey there Castaliea, we’ve got a fix for this issue in the works. Thanks for the report
-Karl

Hidden Trait Buff

in Ranger

Posted by: Karl McLain

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This trait was increased from 1 second to 2 seconds in the June 25th update, but it looks like it missed the notes. Chance to bleed remains the same (66%). Good catch!
@Xsorus (aka Terravos!): Since it counts down from two seconds, it will read one second if you hover over it (though two ticks will occur).
We’re also working on a better system to display traits, so in the future they won’t be ambiguous like they currently are.

-Karl

Headshot, Why?

in Thief

Posted by: Karl McLain

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I’m curious as well! Is there a possibility that you’re experiencing heavy latency? The skill itself has about a quarter second cast time (and cancels other skills that are already casting).

Opening Strike not a Crit.

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Posted by: Karl McLain

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Precise Strike looks as though it’s requiring you to get out of combat first before you can crit again. We’ll look into this and get a fix in when we can. Thanks for the report!
Also, it’s good to make sure this sort of thing is reported in the game bugs section as well.

-Karl

Remorseless doesn't apply Precise Strike

in Bugs: Game, Forum, Website

Posted by: Karl McLain

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Karl McLain

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Thanks for the report! We’ll look into it as soon as possible.
-Karl

Poison doesn't work at all

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Posted by: Karl McLain

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Hey all! Poison is indeed not currently working as intended (though there are some instances where it will still reduce healing). We’re aware of the issue and it will be fixed in an upcoming patch.
-Karl

Range of new Shielded Mind?

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Posted by: Karl McLain

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Shielded Mind has 1200 range on it, similar to Staff Orb of Light’s max range.

245 days

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Posted by: Karl McLain

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Looking at the script, things looked fine. We’ll have to dig into it more.

Regardless of current functionality, it’s still something we’re looking at down the road as we continue to improve traits for all professions.

blurred frenzy allow decap

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Posted by: Karl McLain

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Blurred Frenzy will still allow points to be captured, though it’s an invuln skill. It’s likely that Blurred Frenzy will change to Evasion in the future (as the skill’s description actually says), instead of invulnerability.

(edited by Karl McLain.5604)

245 days

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Posted by: Karl McLain

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The trait (Scope) actually does work, but it’s just not noticeable (+10% crit chance while standing still, where you have to be standing still when the attack hits) at all and doesn’t update the hero panel. We’d definitely like to make this trait more usable and visual in the future, as it’s pretty bad in its current state.

Engi March State of the Game

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Posted by: Karl McLain

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I also listened to it but…
But I cringed in pain, when Karl said that, when you place your thumber turret you could still defend yourself with your toolbelt skill. I think he got some stuff confused there.

Sorry if I misspoke, I was more referring to the overcharge ability that blows enemies back, the next time the turret fires.

The Prestige CD Glitch

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Posted by: Karl McLain

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Hi! This is indeed an issue that we’re looking into and will update when we get a fix ready. Thanks for the report!

Patch Notes: 01/28/2013

in Thief

Posted by: Karl McLain

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The charges are actually no longer reduced if you receive a ‘Miss’ notification or are just swinging your weapon out of range. They’re still removed if you’re blocked/evaded/obstructed (combat misses, essentially). They also used to remove if they were on a projectile that lasted too long, or on non-attack skills such as Caltrops or Smoke Bomb. All in all, venoms and other charge-based attack bonuses have been improved and made much more reliable.
-Karl

(edited by Karl McLain.5604)

Parasitic bond FIXED?

in Necromancer

Posted by: Karl McLain

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We’re always reading the forums, even if we don’t have the time to respond.
Chap (Jonathan Sharp) and I play every profession in PvP. We have multiple of each profession type and play each of them regularly. My necromancers do have several hundred games since launch.

Parasitic bond FIXED?

in Necromancer

Posted by: Karl McLain

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Karl McLain

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You just need to tag the mob from what I’ve experienced, Lettucemode.
Zoke, we’d like to be able to include things like internal cooldowns within tooltips at some point in the future.

Parasitic bond FIXED?

in Necromancer

Posted by: Karl McLain

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As an FYI: Parasitic Bond now has a 5 second internal cooldown along with its increased healing potential. We’ll put that in the description in the future.

New Arcing Slice buff?

in Warrior

Posted by: Karl McLain

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We were exploring at making Arcing Slice more interesting to use before the recent patch was released. At one point we added Might to the ability, but it didn’t feel good trading adrenaline (and potentially damage from traits like Berserker’s Power) for just increased damage. It looks like the skill facts were left in when we changed it back to the original state.
In the future, we’re looking at changing Arcing Slice to apply more utility and be less of a damage oriented burst ability, as the weapon has plenty of damage already and not much reason to use the burst.

PLEASE add a 0.5 second cooldown to Mist Form

in Elementalist

Posted by: Karl McLain

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I agree with this as well, as I see a lot of number 2 skills thrown out the moment someone goes down (my favorite is the ‘thought I was going to use 100 blades, but got Throw Hammer’ one). It could be something we’ll do in the future.

Playing with DEVS in hotjoin

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Posted by: Karl McLain

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Karl McLain

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If it was Strife, that was me! :P

Playing with DEVS in hotjoin

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Posted by: Karl McLain

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Karl McLain

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I like to refer to it as “Hard Mode” when in PvP.

Shocking Aura Nerfed?

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Posted by: Karl McLain

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Shocking Aura was always 4 seconds, but was affected by Boon Duration (and had an incorrect tooltip). What we would usually see is that the aura lasted so long is because elementalists had put points into Arcana. On the other hand, it’s no longer able to be ripped off by boon removal abilities.

Evasive Arcana NEEDS to be revisited

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Posted by: Karl McLain

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Oh, a ‘red’ post. So when’s the next balance patch again?

Probably with Wintersday.

Evasive Arcana NEEDS to be revisited

in Elementalist

Posted by: Karl McLain

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We’ll be adding a bit more functionality to this trait in the near future for the earth portion of the ability (this time, associated with the skill’s cooldown), to keep it in line with our general policy of not having a blast finisher in the same weapon set you have a combo field.
Additionally, we’re looking at traits across the board, for all professions, and will be doing some improvements in that aspect as well. We hope to be able to get some of these in for our next balance patch and open up more build possibilities!
-Karl

iberserker doing significantly less damage.

in Bugs: Game, Forum, Website

Posted by: Karl McLain

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Karl McLain

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I’ll re-post what was posted in the other thread:
Illusionary Berserker has not received a direct damage decrease. Instead, is seems that the damage reduction you (and I) are seeing is most likely associated this fix:
“Fixed a bug that caused many piercing, boomerang, and bouncing projectiles (those that hit more than 1 target) to continually increase in damage the more targets they hit.”
We are aware that this particular phantasm is now experiencing a significant drop in damage and are looking at getting it back to a more effective state.
-Karl

Mesmer Damage Nerf

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Posted by: Karl McLain

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Karl McLain

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Illusionary Berserker has not received a direct damage decrease. Instead, is seems that the damage reduction you (and I) are seeing is most likely associated this fix:
“Fixed a bug that caused many piercing, boomerang, and bouncing projectiles (those that hit more than 1 target) to continually increase in damage the more targets they hit.”
We are aware that this particular phantasm is now experiencing a significant drop in damage and are looking at getting it back to a more effective state.
Thanks for keeping the post civil and constructive!
-Karl

Culling has been improved in PvP.

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Posted by: Karl McLain

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Hello!
We’ve recently reduced the culling of players in structured and tournament PvP to basically nothing. What this means is that players will no longer be able to attack from stealth without being reported immediately. Keep in mind that there will still be the ‘fade-in’ time, but players will be able to acquire a target much faster and have a much better window for reacting to attacks.

-Karl

30 points in Deathshroud does not give extra 30% increase???

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Posted by: Karl McLain

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Karl McLain

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Hi all!
As you suspect, the Soul Reaping line is not functioning correctly. It’s intended to grant an additional 1% life force per point spent, but does not do so. A fix is already on the way for it and will be coming in a patch very soon. Keep in mind that it will still degenerate based on a percent of the maximum amount, but you’ll be able to take more damage overall.

To test (when it’s fixed): If your life force bar is full and you put points into the trait line, you’ll see empty space appear where the extra percentage is gained.

-Karl

PHEW...

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Posted by: Karl McLain

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Difficult times editing posts!

So here’s the deal on that one: Dark Path is intentionally slow because it tracks the target and allows you to start using other skills before it connects. One of the ways that I love using it is launching it at an enemy that’s at near (but not at) max range, fearing them, exiting DS, then starting Dark Pact. As soon as the Path projectile hits them, you shadowstep and immediately immobilize them from the short-range Pact, then pound on them with dagger skills and wells. When Dark Path is faster, it’s harder to use it to effectively combo other skills.
For in-deathshroud abilities, I tend to use Life Blast until my bar’s about 50% depleted, then Dark Path+Life Transfer for maximum damage and chasing power.

(edited by Karl McLain.5604)

Something changed with either Revealed or Vital Shot

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Posted by: Karl McLain

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Hello! There was actually a subtle change that went in, which was intended to be in our patch notes but seems to have been lost in compiling:
Stealth skills now always apply the ‘Revealed’ buff when they hit their target. We were finding that some players were waiting until the revealed buff was almost off, then executing a stealth opener like Backstab. The Revealed buff would be removed naturally from timing out and the Backstab would connect, without applying the revealed buff. This allowed players to execute their stealth opener combos and then immediately return to stealth for another assault without becoming revealed. Now, whenever a stealth opener connects with their target, they will receive the revealed buff.
We’ll be including the patch note in a future update. Thanks much for noticing
-Karl

The Undocumented Nerf

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Posted by: Karl McLain

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Hi all. There was a change implemented that seems to have not made it into the patch notes from Monday that was intended to go in the ‘Professions’ section. Stealth now only stacks up to five times consecutively, meaning you can’t bombard yourself with massive stealth applications to become invisible for extended periods of time.
We’ll be including the patch note in a future update. Good catch!

My spectral walk doesn't like water anymore.

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Great question!
Try equipping Spectral Walk in an underwater utility slot. If you have it equipped above water, but not below it, you’re ‘unslotting’ spectral walk when you move underwater and don’t have it equipped.
Alternatively (if you don’t have it equipped underwater), make sure that you don’t have the spectral walk skill in its ‘Active’ state (spectral walk ‘on’) prior to entering water.

Guardian block bug needs to go

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Posted by: Karl McLain

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Look for a fix for this in the very near future.

Some improvements I'd like to see to D/D Ele

in Elementalist

Posted by: Karl McLain

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Karl McLain

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We do have some improvements in mind for the elementalist’s main-hand dagger, along with reworking the downed state a bit. Keep in mind that you might not see this for a bit, but it is in the works.

Huge Problem with Shield of Absorbtion

in Guardian

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Hi there, I’d like to clarify a bit on this issue (and figured I’d do it in the original thread):
The size of the actual skill is the same, regardless of race. What I see in the video is that the asura’s first Shield of Absorption pushes back its maximum (and closest) 5 enemies, then the next Shield of Absorption pushes the rest out of the skill’s radius. The skill’s visual effect is what’s dependent on the size of the character and will be fixed shortly, but the actual area of the ability is static.

Hammer Time!

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Posted by: Karl McLain

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Hammer love is already in the works!