(edited by Katran.9186)
You are supposed to get revealed when you land an attack that takes away enemy health, even it’s a small amount.
Tell that to d/p thieves. I wanna see their faces.
Blast should proc after damage because all stealth combos in game work like that. Only Big Ol’ Bomb doesn’t. And yet I’m sure it worked right, maybe before January. Can’t confirm now, I should search for old videos of this.
but if you have traits such as incendiary powder and that procs of of the Big Ol’ Bomb then you will get the revealed status.
Nope. Tried it without this trait, while testing. Yet revealed.
I’ve spent half an hour in Mists trying out combinations for becoming invisible and there’re two skills working wrong.
1) Nearly all damaging blasts work fine with smoke field when you have an enemy (or multiple enemies) in your area. Except Big Ol’ Bomb. It triggers blast before hitting enemy and all you gain is “revealed” for couple of seconds. That’s a shame, because smoke bomb+big old bomb is an obvious combination and the best one for ressing ally. And I have a feeling this combo worked right before
I thought it might be the knockback that triggers “revealed”. Yet, turrets traited with “Accelerant-packed turrets” work fine.
2) Toolbelt skill of elixir S, traited with “Acidic Elixirs”. The trait is practically useless but I’ve tried it out. When you throw an elixir with an enemy nearby you gain “revealed” debuff. Again it decreases engi efficiency as a support.
So. Can I have any clarification on Big Ol’ Bomb proc? Is that a bug or intended? Will that be fixed anytime soon?
1) Immobilized condition works randomly in the beginning. You don’t have it while 10 seconds of timer and then SLAM 59 minutes as the game begins.
2) You don’t get loot when you kill someone. Isn’t looting corpses the point of this activity?
3) PvP build affects your character, granting regeneration and other stuff.
Please, fix that. The activity became unplayable.
What: The fact that mesmer’s power block trait no longer locks thief’s ini skills.
Why: Because locking skills is the only way skillbased! That's important! to outplay a good thief in a duel of glasscannons.
Also: That “hotfix” was a ridiculous buff for a thief. No other profession had such.
I demand 3 gold and 20 sp refund.
Now we can’t lock thieves’ skills. Well done, Anet, my mesmer can be abandoned for another year or so.
Haven’t people been complaining about how the PvP in GW1 was superior in every way to GW2?
And yet now when they are basically adding part of what was in GW1 PvP (paying currency to unlock skills/item) it is the worst decision ever?
There is no pleasing some people.
Where is codex arena? GvG? Capture the flag? Any other PvP mode?
Where is build diversity? Tons of useful skills?
Oh, we got GOLD FOR TRAITS, now that’s cool! Yeah! Wait, what?
Nah, I’m okay with being new player and getting less.
You are missing the point completely.
Casual balance = Based off of unlocking access to in-game equipment, for instance
Good, but you wouldn’t be ok with it if it was completely changed 1 year after release when you’ve bought one game with a certain competitive balance, and then it’s removed to make way for casual balance, as a competitive player this is a deal-breaker.
For instance GW1. Which I’m okay with. Quack-quack, call me a duck.
Yeah, well that’s right. Changing the system after one and a half year is a very weird decision.
Nah, I’m okay with being new player and getting less.
You are missing the point completely.
Casual balance = Based off of unlocking access to in-game equipment, for instance
For instance GW1. Which I’m okay with. Quack-quack, call me a duck.
kitten. How the PVPer should earn hundreds of golds with 30s per match at its best?
And how kittened will new players be when they enter a PvP match only to realise everyone else has more stuff than they do, and they’re at a default disadvantage in terms of access to in-game equipment..
YOU HAVE TO SPEND GOLD TO BE GOOD NOOB………
Stupid change is stupid, but then again I never expect much from Anet after beta period where they praised Gw2 eSport so highly, and here we are.. nothing happened.
Nah, I’m okay with being new player and getting less. The thing is – new player has no ways to efficiently earn gold. Moreover – spending it all for PvP – oh wow.
In GW1 we had Balthazar points to unlock stuff. In GW2 we had glory system until it had been reaped out from the game and then gold injected instead. What the
kitten. How the PVPer should earn hundreds of golds with 30s per match at its best?
has anyone the Feeling too that the ranger WS trait was created after a known post in CDI? xD
And yet this trait is pile-a-kitten trown into the ranger’s face.
Grandmaster trait which adds +200 dps at the very best. What a kittenen joke. They should make ranger’s poison uncleansable or buff non-damage part of it like “-66% to heal effectiveness” to recoup waste of GRANDMASTER trait.
Oh, come on. If you have teammates – they should save you striking cc in your area. If you don’t – welp, you’re downed, there’s nothing you can do to prevent your death now. Now compare that with stability. Your teammates have to strip the boon and than cc. Let’s make finishers break stability, that’s unfair!
The only prof. that thief DOES have advantage over is mesmer. Are you already crying “That’s unfaaair, I am mesm and I want to go stealth before death
(99”? Now stop that. That’s not you to cry but everyone except thief. Your downed skill is ridiculously strong.
I’m not even thief and I have incredible kitten when they drop pistol 5 over me downed or do invisible stomp but I’m sick of people who really think that thieves should get nerfed even more.
Won’t last long? access to stability on a 10s basis so you can channel your heal easy enough, regardless of that Healing Rain will cleanse all conditions and with Heart of Stone you can nullify a burst if you see one coming your way.
Easy kill for, let’s say, s\d thief. Because he has no burst. He has tunneling. Your ele won’t last long using earth only.
Or any burst when you heal, the very second you swapped attunements. This build is really vulnerable for such tricks. May be it’s viable against condition oriented team, taking diamond skin…
Well, we’ll see.
http://gw2skills.net/editor/?vEAQFAWhMM6a25wwBd0AA5BMvAw4RIjAQpwOA-TkAgzCmIuRdj7GzNybs3M+A
This is just an example of build, you could get something similar now (0/0/10/30/30) that would be almost as good.
After the patch though, going 30 into earth will be good to get the new GM, so you can get Rock Solid (group stability every 11s) and you can get Cleansing Water or +25% outgoing heal at 30 in water (depending on the team you’re facing).
AoE heal, AoE cleanses, AoE ccs and a little of damage on top of that. Staff ele will be an excellent support class.
Such ele won’t last long even with 30 earth and water if being focused. He has nice skills for big fights, yet he has problems with healing power scaling. He has too low support potential to be support. He has too low damage to be damage dealer.
I can’t say for sure how good this build will be in a new meta. Anyway it’s worty of trying it.
Boons aren’t the only type of support it’s just that guardians can give the good defensive boons quickly on a short cooldowns with manageable radius.
I clearly understand that. For example mesmer has great potential (portal, aoe invisibility, IoL, chaos storm, boon spread signet) but unfortunately you can’t afford yourself taking all these stuff in serious tourneys as you automatically become defective. (No condi cleanse, no stunbreaks, easy kill. Support shouldn’t be easy kill).
Theoretically, someone can organize an unusual team where shortcomings of such build could be covered by strong sides of other “unusual” teammates. However, would it be at least as effective as classic tourney team in our meta? That’s the question.
The thing I’d like to see in game – more support potential for other classes (come on, mm necro has none. And mm necros in current meta? Please. Not at Eu) and some more survivability for those builds who lacking it while being strong support.
By the way, as for me, I don’t think CC can be called supportive. You can call damage dealing supportive as well, because, you know, you do help your team.
On the other hand, other classes such as Banner-Bunker Warrior, Decap Bunker Engi, Bunker Spirit Ranger, and Bunker Minion Master Necro all do a far better job at Bunkering the side nodes than Guardian does. So it’s not all that bad.
Bunkering and supporting are fundamentally different. I want to support my team without playing boring “the one and only” guardian build but it seems to be impossible now.
It has no cast time, why should it rupt other skills? Double op.
Dagger Ele is Close-Ranged (closer to Melee than it is to a traditional far-Range Caster).
Have you seen dagger ele recently? I haven’t.
I play MH Dagger Ele in PvE.
In PvE you can play any set, any weapon, any build. Just what you like. But the fact is – scepter is better in all respects.
Ele will be good support after the patch.
Why do you think so?
Dagger Ele is Close-Ranged (closer to Melee than it is to a traditional far-Range Caster).
Have you seen dagger ele recently? I haven’t.
Guardians. They have been best supports since BWE. And they still remain “must have” profession for every tournament team:
They can wipe all conditions, they can give ridiculous amount of boons, they can heal everyone and live more than most of their teammates. But that’s not the reason of their superiority. The reason is no one can do anything like that. Their support potential is unique.
Other classes have two or three utility skills, that can be used to help the whole team but that’s not enough. It isn’t even near to replace guardian.
And this kills team diversity in PvP. It’s like “guardian+4” since release of the game. Have you ever seen support elementalist? Support thief? Support necro oh yeah, couple of wells to save the day? Have you ever tried to create one?
The question is – Can professions get more abilities to help their team out? Maybe in thier own unique way? For example necromancer sacrifies a part of his hp (or life force) to spread boons to a teammate. Or Anet is kinda afraid of changing system that works relatively fine?
I explained haltingly but I hope you understand the thought. Guardian shouldn’t be the only one to be useful support. Have you got any thoughts on this?
(edited by Katran.9186)
Mimic will be okay if devs fix it according their own skill description.
Absorb any projectile attack (including stun\knockbacks) and give it to mesmer. Nothing else is needed. No 4s of block nor storing incoming damage. Though I like first op suggestion.
It seems you were sleeping for some time.
http://www.reddit.com/r/Guildwars2/comments/1r8prs/new_game_mode_prototypes_from_livestream/
And we’ll get sort of mode (little map for TDM only for CA) with the next update, if I’m not mistaken.
Yet, I agree with the topic. PVP variety should be top priority.
GW2: The Lion, Witch and the Wardrobe.
GW2: The Charr, Scarlet and the Mystic Toilet.
Guild Wars 2: Elona
The name speaks for itself.
That’s the best post about story and plot shortcomings I’ve ever seen.
Any step in the direction of GW1 is a right step.
I’m okay with Kasmeer and Marjory. I hope Braham dies. I can’t stand a thought that new Destiny’s Edge will have such member.
So how do we all rate the end of LS season 1
in Battle for Lion’s Arch - Aftermath
Posted by: Katran.9186
It’s unfortunate that the finale was, well, what we got. They were going really good for nearly a year then they stumbled right at the finish line.
It’s a shame cause an extra 2 weeks of balancing and testing could have delivered something cool.
I see it vice versa. Awful year with grand finale.
I like several updates of 2013-14 only.
1. F&F. Not for content, story or anything like that. But for the atmosphere that changed Far Shiverpeaks. I even rp’ed there!
2. Holidays and Bazaar for mini-games and such stuff.
3. QJ. Queen’s Gauntlet’s an epic win. And those farmtrains were something new to LS. (Now every LS includes them)
4. Tequatl Rising. I spent a week at that shore, listening to “THERE’S SOMETHING IN THE WATER!” and trying to get Tequatl down. That was awesome.
5. Battle for Lion’s Arch. HELL YEAH, that’s a great update. Personal mission could use more time but yet it was good.
__
And I’m okay with bugs and such type of fails. The thing that I can’t forgive is DAT PLOT, DAT STORY, WHY, GOD, WHY. I wrote things like that when I was nine. Even potato’s speculating was more interesting.
(edited by Katran.9186)
Mordremoth.
I just have to wonder how Colin thought this was a “one in a million” prediction.
As resident Colin, I said this back when the world thought it was Primordus or a time travel story line, as more clues came out the theories got MUCH more correct,
Yet much more boring. Great job.
Axe is very good atm for might stacking burst builds. When I play conjures I use my weapon sets as my utilities. I sit in axe most of the time until I can set up burst. It’s a different play style, which I like, but there are some minor adjustments that need to be made.
Axe is quite good but it doesn’t has enough, eh, velocity to be really useful in pvp. Nevertheless it can be used by double dagger eles as ranged weapon BUT when did you see dd ele last time?
You pretty much have to massively outplay everyone else
You have to massively outplay enemy in 4v5 to have ele in team. Because now eles are useless glass-cannons. Or full-condi necro destroyers with diamond skin, lel Reworked conjuries can be one of the ways how to boost eles.
Though I will point out something, which is that you just described using it in every single way it doesn’t work. It’s situational, but it is a fairly common situation that it is useful in and it can very easily win battles for you, though it does require a little bit more thought than running in guns blazing.
Shooting aoe from elevation\Shooting stun from the corner won’t work in pvp. Hotjoins – yeah, glass staff, conjured bow, axe, whatever work fine. You just pour aoe at mid point.
Am I the only one who likes them as they are now, with the exception of Axe and Shield which frankly need some serious buffs?
I use them as utilities, not as extra weapons. Taking Frost Bow, I essentially get 2 utility-slot worthy skills on a 60 second cooldown (about half that if I plan it right) in the five-second unbreakable stun that chills and the huge damage AoE. Having an extra second of calling it out is worth it to me.
This being said, I really would appreciate more conjure-related traits (reduced cooldown, increased stat boost, boon on summoning etc.) because we only have one and it would be sort of fun to experiment with conjure-centered builds.
Do you play tpvp? Conjuries are not viable now. Blind kid can evade frostbow stun, for god’s sake. While you casting weapon, then casting stun, you’ll die ten times. Overpowered aoe is easy to evade too. The only role that conjury ele can play now is the role that zerk warrior played before. “Hurr durr, while they’re fighting I’ll rush in and do massive damage, then die. If I go 1×1 I’ll die. If they spot me earlier than I cast my stun – I’ll die. Hurr, gameplay, viable, flexible.”
weapon skills? Weapon skills wouldnt have to be changed at all. The Conjure skills as in the 1-5 skills that get changed to once you summon it would be the skills that would get damage adjustments and cool down adjustments.
I reckon to make it that little bit different to kits, Allow them to use them for as long as they want, add a 30second cool down once you switch out to either another kit or back to your default weapons.
Maybe even make that it equipping one “Conjure Kit” would make it so that you wouldn’t be able to use another or switch just between them. So you couldn’t go from Lightening Hammer into Frost Bow.
Yeah, now we’re talking, that’s what I was thinking of in the field of kits. Just a little misunderstanding happened.
I have already stated several times that of course the skills and cooldowns would need to be rebalanced. They could even give it say a 30second cool down.
You were talking about “skills” you never said “weapons”. Talking about kit mechanics, we state that default cd for weapons would be 1 second.
The simple fact is, you are wrong. The class has access to as many skills at any one time as every other class – 5.
Kits have 1 second cooldown. That’s ridiculous.
So? Give them the same 1 second cool down and it would be fine then?
Are you trolling? My point is that kit system for ele won’t work because of OPness
The simple fact is, you are wrong. The class has access to as many skills at any one time as every other class – 5.
Kits have 1 second cooldown. That’s ridiculous.
You do realise that 35 skills at the same time is overpowered in any state?
If my engi had 3 more kits – oh hell“at the same time” – you might be confusing Guild Wars 2 with WoW seeing as Ele is limited to FIVE weapon skills at any one time – Just like every other class.
So again “35 skills at same time” = W R O N G
Also lets not forget exactly how long most of the skills ele has access to is, even the Utilities are overdone on cool downs for skills that aren’t even that powerful in most cases.
Just imagine engi with six kits. Nuff said. It needs another limitation like “one weapon at a time”
In my opinion what i would like to see happen, which would require balancing and tweaking of skills, damage and maybe cool downs…
1) Remove the 60second duration
2) Remove the Usage LimitMake them work like Engineer Kits
The ONLY one that should not be touched is the FGS, Maybe increase the skill usage say to 25-30, remove the fact that the Auto attack counts towards it and then leave the rest the way it is.You do realize that this mechanics is IMBA for PvP?
You do realise that is why i said: “which would require balancing and tweaking of skills, damage and maybe cool downs”
You do realise that 35 skills at the same time is overpowered in any state?
If my engi had 3 more kits – oh hell
(edited by Katran.9186)
In my opinion what i would like to see happen, which would require balancing and tweaking of skills, damage and maybe cool downs…
1) Remove the 60second duration
2) Remove the Usage LimitMake them work like Engineer Kits
The ONLY one that should not be touched is the FGS, Maybe increase the skill usage say to 25-30, remove the fact that the Auto attack counts towards it and then leave the rest the way it is.
You do realize that this mechanics is IMBA for PvP?
If you’re sitting there expending all 15 charges, you’re probably PvEing
You’re confusing cause and effect. I don’t use all 15 charges as far as I can’t let myself wear a weapon more than like 5 seconds without being kitten d. If I could use a weapon and 3 attunements – holy hell, that would be perfect and it would match the idea of ele. Versatility.
There’s only one thing they need to change to make most of the conjures more viable…
Remove the gosh-darn cast time on them.
It should be like having another weapon-set on your utility bar. I should be able to switch to the set fluidly without pausing to get it out like I’m wrankling my junk out of my pants for a quick pee.
It makes it very difficult to use the fields/finishers in the set.
That can be a first step. Yet, having 5 skills instead of 20 is like death for ele in PvP
Can we summarize all suggestions and try to unite them all into something worthy? Or at least discuss each individually, seeking how to solve certain problems.
These examples do not account FGS. This skill is okay in present state
If weapon doesn’t disappear after being dropped:
- Takes time to retake it from ground
- All party members can use one weapon, dealing some ridiculous damage. (5 frostbow aoe)
How to solve:
- Instant pick up.
- Skills’ cooldowns are bound to weapon, not character.
If weapon has kit system:
- Overpowered piano.
How to solve:
- When you swap to second weapon, first is set to 60 seconds cooldown.
If weapon skills have lower cd:
- That changes a little (You’ll use frostbow like you use FGS now. Spamming 2 or 3 buttons, as often as cooldown lets you. Other weapons won’t be even influenced)
If weapon skills replace appropriate attunement skills:
- Overpowered piano
How to solve:
- One weapon at a time
- Nerf ice storm. (And boost axe skills, that would make much sense. I guess bow needs rework)
True. Keep the ideas coming though, yours are actually viable (compared to some I’ve read in the past).
Eh, I just need to think of something that irritates me most. I was trying to create some nice conjury build and “swap=drop” system set my kitten on fire.
Well, it set long ago but I wasn’t so angry before. God kitten , Anet, at least try. Engi turrets, ele conjuries – possibly strong and viable skills.
Ýou have a point there. You could plan ahead a bit more of course, or the pickup should be instant-like. It would make the conjures something different than kits and give the ele a slightly more unique role.
That’s discussion thread, I guess if we succeed in creating worthy concept – we can suggest it, eh, somewhere. If I’m not mistaken there was suggestion thread somewhere.
This has been suggested what I estimate a little over one kajillion (is that even a word?) times but if they worked like engy kits I would see no good reason to ever drop the FGS except for might stacking/healing purposes
That’s why I’m against kit-like mechanics.
And that’s why maybe a fixed duration, no charges but a ‘drop on the ground and weapon appears for any ally to pick up with remaining duration’ could be a potential alternative.
Of course, to balance it should probably limited to 1 weapon.
And I don’t see drop-take mechanics viable either. One second of taking up earth shield for invulnerability (remember, thin ele) is enough to get into down state. Whilst having it as replacement of all earth skills for some time is much more comfortable and safer.
Ofcourse talking about PvP.