Showing Posts For Kharr.5746:

Culling features fine tuning

in Suggestions

Posted by: Kharr.5746

Kharr.5746

I second what the OP has said. I have been playing with friendly nameplates turned off and enemy nameplates turned on since launch. This allowed me to enjoy the world and easily target enemies:

The new culling system is now littering my screen with floating nameplates from characters that aren’t being rendered and I can’t see the enemies in large events.

PSA: Massive lag spikes on Skyhammer map NA.

in PvP

Posted by: Kharr.5746

Kharr.5746

I just had 4 matches on Skyhammer in soloQ and I got lagged out of every match and was then able to rejoin with no lag. Some of the people on both teams had 3-4 disconnects per match.

The server that Skyhammer is hosted on is extremely unstable.

[Warriors] available tpvp?! [Video Warr PoV]

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Posted by: Kharr.5746

Kharr.5746

Yes, warrior damage is very high, though I’m not sure what the point of this video was: Youtube is full of clip shows from every class showing off big burst damage. If you want to show off a class, or your skill, you should post an unedited high-end pvp match.

Most of the people in your video didn’t even know they had a dodge button.

Edit: Just had a look at the player titles in that vid: Maybe I missed it, but there weren’t any (or many) Ransackers in there. Lots of PVE or non-titled characters though. The Champ Phantom necro is an exception, and we all know stuns are the hard counter to necros due to their lack of stability.

(edited by Kharr.5746)

How is Automated Response not fixed?

in PvP

Posted by: Kharr.5746

Kharr.5746

Maybe Anet should just update the description to say “Prevents new conditions from being applied for _ seconds” Both the mentioned skill/traits are fine as is. The only builds that have problems with these are rabid-bunker condi-spam builds.

Instead of running rabid bunker condi spam, try using carrion or rampager for some direct damage (from the extra power on those amulets). Given how few people are running direct damage in a condi-spam meta, you can swap some of your toughness for power without a problem.

Edit: You also can’t expect one build (such as rabid condi-spam) to beat every other build. Every build should have a counter. Rabid condi-spam is a little too strong at the moment.

(edited by Kharr.5746)

@Anet, Why is TPvP Match-making UNFAIR?

in PvP

Posted by: Kharr.5746

Kharr.5746

What sad is that there doesn’t even appear to be a balancing algorithm to mix up the roster to ensure that both teams have an equal AVERAGE leaderboard rank.

In the OP’s first screenshot, red team has an average leaderboard rank of 37.4 while blue team has an average rank of 504.6

This could have been fixed if they had a balancing algorithm that took the rank of all the players on both teams about to be matched and balanced them so the average rank was equal (or at least close).

With a quick roster equalization algorithm, those teams could look like:

[679, 492, 87, 16, 82] = 271.2 average rank vs [452, 818, 18, 26, 40] = 270.8 average rank

Properly optimized roster equalization would also take into account the standard deviation in each team’s rank and try to equalize those as well. This would ensure that it is a fair match (as far as rank goes).

Please look at Sigil of Paralyzation.

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Posted by: Kharr.5746

Kharr.5746

Do you happen to know if the stun is still improved if you stun the opponent then swap weapons that don’t have the sigil on? E.g. sigil on mace, then swap to GS.

Also, you should try dodging skull crack. It has quite the wind-up. You can run through your opponent to cancel it too (which is pretty easy since he’s likely running at you in an attempt to land it).

This bug is.. ummm... halp?

in PvP

Posted by: Kharr.5746

Kharr.5746

Did you try logging into an alt? Changing your graphics settings (temporarily)? It could also be a corrupt game file — look on wiki for how to verify integrity http://wiki.guildwars2.com/wiki/Command_line_arguments

Do something about sync queuing....

in PvP

Posted by: Kharr.5746

Kharr.5746

We moved from random pug vs premade matches in “Team Queue” to random pug vs synced premade matches in “Solo Q”

Syncing is so consistent and easy that it completely defeats the purpose of having two separate arenas. Anet should disable it until they have a new system to prevent exploitation. Right now they’re only rewarding exploiters with high rank on the leaderboards.

(edited by Kharr.5746)

Syncing queues on solo q

in PvP

Posted by: Kharr.5746

Kharr.5746

Edit: My solution is to not make teams as people queue. But instead to pool all the people who queue over a 5 minute period, and then to make teams then.

Anet: Please do this ASAP. We don’t need teams/premades sync exploiting solo Q

How will solo queue affect parties of 2 or 3

in PvP

Posted by: Kharr.5746

Kharr.5746

A team of 2 or 3 is still a team and doesn’t belong in SOLO Q. Team Q will be longer now, but the matches will be more competitive.

ROFLstomping a random PUG with your premade is a waste of everyone’s time, and it’s about time it came to an end.

Too much damage ?

in PvP

Posted by: Kharr.5746

Kharr.5746

Players are just better now. Damage has been nerfed quite a bit (especially with quickness being reduced to 50%). Also, players tend to “burst” with all their cooldowns at once: You can dodge burst skills to negate all damage, or use another skill that blocks/gives you invulnerability/evades. Every class has some sort of defense, and everyone can dodge.

Reaction time

in PvP

Posted by: Kharr.5746

Kharr.5746

I didn’t know GW2 PVP was all about spotting giant white sheep on a bright green background without any distracting shapes, colours or effects. I must be playing the wrong game. Which way to the PVP room?

Nerfing the runes of lyssa

in PvP

Posted by: Kharr.5746

Kharr.5746

Nerfing runes of Lyssa in any of the ways suggested would only nerf warriors (who have the lowest cooldown on their elite: 48s when traited for faster recharge of signets).

Are warriors dominating in tpvp? No.
Are warriors still having trouble surviving in a condi-spam meta? Yes.

Also, as someone said, the increase of necros players in the meta means that using Lyssa runes can actually hurt you quite badly since corrupt boon/well of corruption = lots of new condis on you

Thieves can steal boons with larcenous strike + bountiful theft which means using Lyssa runes is also a liability since since you are effectively buffing your opponent.

Warriors do more damage vs boon spam with destruction of the empowered

These are just some examples of why using Lyssa runes can actually hurt you. There is a certain amount of risk & reward that need to be balanced, and Lyssa runes offer many risks.

Character Locking and it's Problems in SoloQ!

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Posted by: Kharr.5746

Kharr.5746

It will probably be locked after the game starts. /thread

Then we need a Dev Confirmation

Not really. Currently your characters skills are only locked after the match starts, but you can log in and out to swap to a character with a different build (e.g., you may have a bunker ele and a spike ele, and you can switch between them mid-match even though skills are supposed to be locked).

Character locking is a fix for this blatant exploit.

Spirit Cooldowns

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Posted by: Kharr.5746

Kharr.5746

I just want to clarify something: Some of you are saying that the spirits follow the ranger closely, and this makes them easier to aoe.

What if the ranger moves out of your aoe? Do the spirits follow him closely? If they follow the ranger, doesn’t this make them harder to kill since no player (not even PVE players) will stand inside the big red aoe circles, causing the spirits to move out of the aoe as well?

What about the aoe cap of 5 targets (3 targets for melee)? Doesn’t this mean that there’s a good chance some of the spirits (or other players in the attack area) won’t be hit by aoes in group fights, since the number of targets is greater than 5? In WvW, people stack on each other to dissipate the aoe damage since it hits a random target per tick if the number of targets is greater than 5.

Let’s keep in mind that ranger + pet + 4 spirits = 6 targets, so either some of the spirits won’t get hit in group fights, or they’ll tank the aoe damage and teammates won’t get hit. Both of these are highly desired outcomes.

I’m not convinced that aoe is the counter.

Feedback on the recent Necromancer changes

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Posted by: Kharr.5746

Kharr.5746

There’s a lot of talk about PVE in this thread, but I’m curious, how many people actually read the hotfix patch notes here? https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-July-23rd-2013

Necromancer:
Dhuumfire: In competitive PvP only, burning duration caused by this trait has been reduced from 4 seconds to 2 seconds. Burning duration is still 4 seconds in other areas of the game.

This is in fact evidence that PVE and sPVP are being balanced separately where it makes sense, as many in the community think that they should be.

Your totally right. The fact is that they would probably shut up most of the complain from PvE player if the revert the overflow thing for PvE, like they change Dhumfire. In PvE, we just can’t live with 2 dodges and a 20k bubble where other classes play and need their 3 dodges + invul + blocks.

Agreed on reverting the overflow between DS and HP pool in PvE. This is a split that needs to happen.

Feedback on the recent Necromancer changes

in PvP

Posted by: Kharr.5746

Kharr.5746

There’s a lot of talk about PVE in this thread, but I’m curious, how many people actually read the hotfix patch notes here? https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-July-23rd-2013

Necromancer:
Dhuumfire: In competitive PvP only, burning duration caused by this trait has been reduced from 4 seconds to 2 seconds. Burning duration is still 4 seconds in other areas of the game.

This is in fact evidence that PVE and sPVP are being balanced separately where it makes sense, as many in the community think that they should be.

Nekro fear

in PvP

Posted by: Kharr.5746

Kharr.5746

Yep, peoples are saying that you dont have enough stunbreaks to survive 2 necros fearing you, but it’s the same against any 2 classes that wants to CC you and if they time it well you won’t budge before dying (at least as a necro)

2v1 nobody should win, bring a teammate that can help cleanse/put stability and those 2 CC classes will have slotted their utilities for nothing.

In sPVP hotjoins people run into a 1v5 and expect to down a player. I guess too many people watched the 5 elementalists vs 50 players in WvW youtube videos and think they should be able to do the same in sPVP.

4 sec Revealed and Permastealth.

in PvP

Posted by: Kharr.5746

Kharr.5746

Do a search on the sPVP forum regarding this change. It has been discussed to death in previous threads. The community has moved on and adapted.

Edit: Not sure what’s wrong with the search function on the forum (I was going to link you some of the threads). Either it’s broken or Anet deleted the many topics after the nerf.

(edited by Kharr.5746)

Attention WvW Power Necros: Runes of the Pack

in Necromancer

Posted by: Kharr.5746

Kharr.5746

I had just came across this same idea after realizing my current runes were terrible (a hodgepodge of the cheapest-thing-I-could-find).

So, I logged in to check and Pack runes are ~1g10s atm, which was considerably more than I was hoping for =\

I blame this thread for a sudden increase in demand.

Plot twist: I bought out the entire supply below 1.1g before posting this thread! Bwahaha!

Sounds like someone is trying to make a bunch of gold by exploiting the forums.

Tab targetting

in PvP

Posted by: Kharr.5746

Kharr.5746

I wouldn’t mind if they improved click targeting as well: Currently people are rolling small asuras and hiding INSIDE their pets (like Flesh golem), making them impossible to target since mouse selection picks the larger object. Mouse targeting should select the player if the pet and player are overlapping.

Honestly, if they fixed that, tab targeting could stay the way it is. It would be nice to have both improved, but mouse-targeting has a better skill:reward ratio in this case since it requires some hand-eye coordination compared to mashing tab furiously.

Make all weapons "Steady"

in PvP

Posted by: Kharr.5746

Kharr.5746

Have any of you ever stopped to think why damage is within a range in almost every MMO? Why is there a crit % instead of a flat increase to damage even in games like League of Legends?

The debate for partial RNG vs steady damage has been going on for a very long time.

I agree that we should have the OPTION of steady weapons (the current ones don’t match the DPS of normal weapons), but I don’t think everything should be made into steady damage.

I hope Skyhammer comes back to tPvP

in PvP

Posted by: Kharr.5746

Kharr.5746

With a bit of work, I think it can make its way back but they need to change a few things with regards to the insta-kill. Making the glass last a lot longer, making the drop below the map auto-kill and not fall damage so that you don’t get stranded below, the cannon needs some reworking and tuning (it way too strong), etc…

Uh, there are sandwurms that hit for 30k if you manage to survive the fall. Also the glass lasting a short period is fine: It’s more strategic this way since you have to keep track of your opponent and the platform. I’ve lured plenty of thieves and warriors to their death by standing on the glass and dodging off at the last moment.

It’s also funny to immob/snare ranged classes that are trying to kite while they are still on the glass. Making the glass last longer would kill some of the interesting ways people are playing without using stuns/KDs/etc and reduce it to who has the most KDs/Stuns/blowback cheese to knock people off.

What can make a warrior to soak up damage?

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Posted by: Kharr.5746

Kharr.5746

Contrary to what the other posts above say, you can indeed soak up damage as a warrior. You can soak up a significant amount of damage if you go into tactics for shout healing (2k per shout, 6k for 3 shouts on a 20s cooldown). If you are getting killed by condis, soldier’s runes with shout healing can help a lot too (1 condi removed per shout).

If you go a little bit into the defense tree for the shield trait and run shield on top of shouts, you can also negate quite a bit of damage with well-timed blocks.

That being said, you have to sacrifice the big damage and get creative with how you take down your opponent. On the plus side, since shouts and condi removal with soldier’s runes are aoe, you will help your team win the big fights moreso than if you charge in, 100b someone and drop dead.

How much is enough? - Enough is Enough

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Posted by: Kharr.5746

Kharr.5746

Is that PVE skin going to help you win s/tPVP matches? No.

Is a PVE player who has the skin going to take your spot on the leaderboards or crush you in a tournament? Not unless they are better at PVP than you.

Do you have more options in sPVP skins than a PVE player who just hopped into the mists? Yes, since most skins are rank-locked or require tokens/PVP crafting components which you can only get from PVPing.

So, the question is: Are PVE players being favored? No. They worked for their skins and you worked for yours. They can’t look like you do in the mists and you can’t look like they do in PVE.

Plus, Anet has already said that they are working on the sPVP reward system. Just because it didn’t happen this patch doesn’t mean you won’t get special sPVP skins that are rank-locked like the PVE skins are achievement-locked, meaning that they will only be accessible to folks who sPVP.

Why wait so long to heal?

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Posted by: Kharr.5746

Kharr.5746

Some heals also double up as condi-cleanse (e.g. necro/warrior/thief (if using hide in shadows + stealth condi removal traits)/mesmer(traited)) and using them prematurely means you can get tagged with a lot of condis (which are everywhere at the moment) and get spiked from 100-0 while immobilized (i.e. since you can’t dodge while immobilized).

When a heal should be used really depends on the class, the situation and the type of heal. e.g. If a guardian uses his signet of resolve he loses the passive condition removal for 40 seconds (up to 4 condis). In this case it’s better to let some conditions get cleansed then heal rather than heal right away and eat a lot of extra damage from 8-10 stacks of bleeding.

[Video] Spectral Wall is Not OP

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Posted by: Kharr.5746

Kharr.5746

I’ve always been a fan of spectral wall because of the protection buff. If you cast it in the middle of a node and run through it a few times you can renew protection (if you have spectral attunement). The protection buff has to wear off before it can be renewed. It was good for d/d necros before but now you have to chase them when they get feared

Berserker Stance change sucks

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Posted by: Kharr.5746

Kharr.5746

Berserker stance has 8s duration, endure pain has 4s duration. Endure pain does not block control effects or condi damage.

http://wiki.guildwars2.com/wiki/Berserker_Stance
http://wiki.guildwars2.com/wiki/Endure_Pain

Please get facts straight before complaining. Also, Berserker Stance DOES NOT affect condis already on the warrior. I just tested this to verify. All it does is prevent new condis. On a 60s cooldown it’s still not worth the slot since you pretty much have to use it before you enter combat for it to be effective, which wastes some of the duration (since everyone tends to front-load their condis in the first 5 seconds or so.)

With the new berserker stance you just kite/stun/knockdown/block for a few seconds and then front-load condis.

Edit: I do want to say that this is a step in the right direction in terms of helping warriors deal with conditions, so it is certainly welcomed. I’m still not sure if signet of stamina is simply better since it gives more dodges + full condi cleanse on a lower cooldown (i.e., you can cleanse the intial condi front-load completely)

(edited by Kharr.5746)

Condition transfer Order?

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Posted by: Kharr.5746

Kharr.5746

I was testing condition removal order the other day with a friend and it’s mostly random. He was on his engi throwing condition nades at me and I cleansed. Sometimes bleeds would go first, sometimes vulnerability, sometimes burn. Blind and poison seemed to be the last ones cleansed.

The best way to cleanse vs condi spam is to have a full condi cleanse to remove all the cover conditions that are initially applied (use once their skills are on cooldown) then a minor condi cleanse (that removes 1-2 condis) to use after that to clear the newly built up burn/bleeds from their auto attack.

My experience since last patch with warrior

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Posted by: Kharr.5746

Kharr.5746

You should play a lot more tournament games until the system figures out where your skill level is. You need about 20 tournament games to start getting proper matches. Once you’re at your skill level, you’ll win 50% of the time.

Note that 50% win doesn’t mean winning every other game, it means you have a 50% chance of winning: You might lose 2 then win 3 in a row then lose 1, etc.

Also, if you want to help your team out, consider the usual 100b build but take berserker’s stance instead of endure pain and focus the necros. Necros have very limited access to stability and are easy targets. To do the big condition damage they are complete glass cannons.

Also, don’t be the first one in the fight. Find your target, then engage + spike. I’ve been seeing a lot of warriors running mace + shield as offhand weapon for the 3 second stun. You can get a full 100b off during that stun. The daze on mace is nice too since necro has very long cast times.

(edited by Kharr.5746)

I honestly don't get the QQ.

in Necromancer

Posted by: Kharr.5746

Kharr.5746

The only reason there’s QQ is because there’s a lot of necromancer players that have gone back to their class to try out builds. On the same note, there’s also a big influx of warriors for the same reason.

When people get killed by X class repeatedly (mainly because there’s more people trying out necro builds right now) they scream for nerfs since from their perspective, X class is killing them repeatedly.

The other problem is novelty: Since necros have not been popular for a long time, the counter-play hasn’t developed yet.

Wail of Doom + Poison!

in Necromancer

Posted by: Kharr.5746

Kharr.5746

It’s a 2 second cone aoe daze on a fairly low cooldown. It’s already amazing as it can interrupt an entire group of enemies.

Necros and conditions out of hand

in PvP

Posted by: Kharr.5746

Kharr.5746

Here’s another screenshot of the crazy bleed damage, but this time from a ranger. Are bleeds bugged or is this a display error? It once again chewed through plague form (42k hp in plague form)

Bleed damage like that is not supposed to be possible, even with 25 stacks of might. Would be nice to get an official response at some point. If it’s a display error, please fix it.

Is this a joke ?? you got 158 tickes and it is pretty normal dmg.

Bleed formula is:
(0.05 * Condition Damage) + 42.5 per stack per second at level 80 http://wiki.guildwars2.com/wiki/Bleeding

So to get a 174.64 bleed tick (27594/158) you’d need:
(174.64 – 42.5) / 0.05 = Condition Damage = 2642 condition damage.

Please explain to me how you get 2642 condition damage from the PVP gear + boons. I would like to replicate it.

Edit: While you’re at it, also explain how the necro in the above screenshot achieved 2800+ condition damage from his gear + boons and why it doesn’t match up with the condition damage his burns reflect. This is either a display bug or bleed is broken.

(edited by Kharr.5746)

Necros and conditions out of hand

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Posted by: Kharr.5746

Kharr.5746

Here’s another screenshot of the crazy bleed damage, but this time from a ranger. Are bleeds bugged or is this a display error? It once again chewed through plague form (42k hp in plague form)

Bleed damage like that is not supposed to be possible, even with 25 stacks of might. Would be nice to get an official response at some point. If it’s a display error, please fix it.

Attachments:

(edited by Kharr.5746)

Necros and conditions out of hand

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Posted by: Kharr.5746

Kharr.5746

It’s not necros that are the problem but rather the non-stop condition spam that does way too much damage.

I’m not even sure how the numbers in the screenshot below were achieved (opponent was a necro) but it ate through my heal + deathshroud + plague form quickly. Bleed ticks for ~ 191.7 per stack (= 4.8k dps for 25 stacks), burn ticks for 754 per second, 250/second poison, 125/stack per second torment.

There’s something fishy going on… possibly an exploit?

Burning formula is:
(0.25 * Condition Damage) + (4 * Level) + 8 damage per second http://wiki.guildwars2.com/wiki/Burning

So with some basic math we can see that to tick for 754 (13572/18) burning you’d need…

(754 – (4 * Level) – 8 damage per second) / 0.25 = 1704 condition damage

Bleed formula is:

(0.05 * Condition Damage) + 42.5 per stack per second at level 80 http://wiki.guildwars2.com/wiki/Bleeding

So to get a 191.7 bleed tick (29333/153) you’d need:

(191.7 – 42.5) / 0.05 = Condition Damage = 2984 condition damage.

According to the burning ticks, he only had 1704 condition damage.. yet bleed wakittenting as if he had more than 2x that condition damage.

Either the damage report is bugged or there’s some sort of exploit that allows such massive bleed damage.

Edit: Note that the screenshot is of damage PER PLAYER, so that big damage was coming from a single source.

Attachments:

(edited by Kharr.5746)

Eviscerate Glitch...

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Posted by: Kharr.5746

Kharr.5746

I noticed this too. Not sure what it is since it only happened a few times. Will try to replicate it when I’ve got some time.

Auto-balancer Needs Tuning

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Posted by: Kharr.5746

Kharr.5746

Team stacking is a huge problem in hotjoins. I see people switch to the winning team every single match. I also see people camping spectator mode to see which team comes out ahead in the first few minutes and joining that team.

It’d be nice if we got GW1’s random arenas as an option for hotjoin. Random team, random map, no team stacking. The dishonor system from GW1 would also be nice: http://wiki.guildwars.com/wiki/Dishonor

It’s surprising that so many of these features are missing from GW2.

Cleansing Ire not removing blind. Should it?

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Posted by: Kharr.5746

Kharr.5746

Currently the Cleansing Ire trait does not remove blind. Blind is a condition (and a spammable one at that) and should be removed by a condition removal ability!

http://wiki.guildwars2.com/wiki/Cleansing_Ire

“Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent.”

Except, if the warrior is blinded, the blind doesn’t get removed. What’s the point of having condition removal that doesn’t work on all conditions? This seems like a serious oversight. Or, knowing Anet’s balance logic, maybe they can just fix the tooltip and state “DOES NOT REMOVE BLIND CONDITION”

If you’re in a position to use your adrenaline, then just use an auto attack to clear the blind. I really can’t think of a scenario where you would be able to use your adrenaline, but not auto attack.

You’re correct that this is a workaround 99% of the time since most burst skills have the same range as the auto attack on the weapon.

There are two exceptions though: Eviscerate and Earthshaker (which are both very easy to dodge). If you’re depending on either of those to hit at non-melee range, you’re out of luck when blinded. Axe/hammer do have a ranged attack on the #3 to clear blind so it’s not the end of the world either. Honestly, if Cleansing Ire was made to remove blind, it’d help a little in those cases.

(edited by Kharr.5746)

Cleansing Ire not removing blind. Should it?

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Posted by: Kharr.5746

Kharr.5746

I know why they did it that way in terms of ease of implementation, but it’s greatly misleading in terms of saying that it removes conditions. It should say that it does not remove blind.

Or better yet, they could fix it to work properly:

a) Check if target hit connected minus conditions (it currently checks if hit would connect before burning adrenaline so only a slight change here). If = true, then b)

b) Condi removal check : if blind would be removed due to cleansing ire, allow skill to connect & burn adrenaline.

there are a lot of things broken in this game
but this isn’t one of them
doesn’t make any sense balance-wise to have warrior burst immune to blind
are you for real?
pls stop with this thread, we have real concerns elsewhere

1) No one said anything about burst skills being immune to blind. Stacking cover conditions would keep blind from getting cleansed and make the burst skill miss.

2) Cleansing Ire is a major Master trait in the defense tree. This is a defensive trait in a defensive tree that prevents warriors from going for big damage traits. It’s meant to be condi removal so warriors can have more sustain at the cost of dps since they get destroyed by condis.

3) Burst skills have a cooldown and cost adrenaline which takes time to build up. They can’t be spammed (especially with the increased cooldown on berserker stance).

4) Blind was buffed this patch to no longer get removed while swinging at the air. Before warriors could get rid of blind without burning their adrenaline + burst skill cooldowns and going 20 points into defense. Not sure why anyone would oppose blind removal by cleansing ire given the great investment in defense it takes compared to pre-patch.

Cleansing Ire not removing blind. Should it?

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Posted by: Kharr.5746

Kharr.5746

Well, the matter is, it does work properly. There is a reason if it written as “when the adrenaline is spent” and not “when a burst skill is used”, after all.
If they changed how the adrenaline was spent it would be a general change, not just related to this trait. That would means you would spend the adrenaline even when blinded or simply missing. Seems kinda worse.

Or the solution I suggested above could be implemented to make it cleanse blind properly while still not wasting adrenaline on hits that don’t connect.

Cleansing Ire is actually trolling

in Warrior

Posted by: Kharr.5746

Kharr.5746

1) It’s nice to see that Anet does read the forums and listen to the community. Cleansing Ire was taken from this suggestion thread: https://forum-en.gw2archive.eu/forum/professions/warrior/Suggestion-on-how-Adrenaline-work/first#post1870876

2) I agree that Cleansing Ire should be fixed. It’s not even a very difficult fix to implement:

a) Check if target hit connected minus conditions (it currently checks if hit would connect before burning adrenaline so only a slight change here). If = true, then b)

b) Condi removal check : if blind would be removed due to cleansing ire, allow skill to connect & burn adrenaline. If blind would NOT be removed due to too many cover conditions, miss target, don’t burn adrenaline.

(edited by Kharr.5746)

Cleansing Ire not removing blind. Should it?

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Posted by: Kharr.5746

Kharr.5746

I know why they did it that way in terms of ease of implementation, but it’s greatly misleading in terms of saying that it removes conditions. It should say that it does not remove blind.

Or better yet, they could fix it to work properly:

a) Check if target hit connected minus conditions (it currently checks if hit would connect before burning adrenaline so only a slight change here). If = true, then b)

b) Condi removal check : if blind would be removed due to cleansing ire, allow skill to connect & burn adrenaline. If blind would NOT be removed due to too many cover conditions, miss target, don’t burn adrenaline.

(edited by Kharr.5746)

Cleansing Ire not removing blind. Should it?

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Posted by: Kharr.5746

Kharr.5746

Currently the Cleansing Ire trait does not remove blind. Blind is a condition (and a spammable one at that) and should be removed by a condition removal ability!

http://wiki.guildwars2.com/wiki/Cleansing_Ire

“Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent.”

Except, if the warrior is blinded, the blind doesn’t get removed. What’s the point of having condition removal that doesn’t work on all conditions? This seems like a serious oversight. Or, knowing Anet’s balance logic, maybe they can just fix the tooltip and state “DOES NOT REMOVE BLIND CONDITION”

Blind VS Aegis - "Apparent" Balance

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Posted by: Kharr.5746

Kharr.5746

Blind is both more powerful and more accessible than aegis. Single-target blinds make area of effect spells miss — I’m not sure about the logic behind that given that it’s possible to spam blinds every few seconds.

Why did you nerf the pull?

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Posted by: Kharr.5746

Kharr.5746

Other pulls in the game:

http://wiki.guildwars2.com/wiki/Spectral_Grasp Slow projectile speed, 3/4 cast, very easy to dodge

http://wiki.guildwars2.com/wiki/Magnet Longer cast, decent pull speed, easy to see it coming.

http://wiki.guildwars2.com/wiki/Path_of_Scars 1/2 cast, easy to dodge projectile pull.

http://wiki.guildwars2.com/wiki/Scorpion_Wire 1/2 cast, slightly harder to dodge projectile pull.

Doing a successful pull takes positioning and skill for other classes since they’re easy to avoid projectiles that don’t work well on uneven terrain. Into the Void is an area pull with no dodgeable projectile. Anyone supporting such a powerful pull having no activation time must support all of the single-target pulls becoming instant, right?

Wouldn’t it be hilarious if a mesmer blinked away and was instantly pulled back by Scorpion Wire/Spectral Grasp/Magnet/Path of Scars? I could see the QQ now.

[Warrior] Berserker's Stance: little tweak

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Posted by: Kharr.5746

Kharr.5746

Something is definitely off with the new Berserker’s Stance. I tried it out and didn’t notice any benefits in terms of coping with conditions. At least before it was useful as an adrenaline source for burst-skill builds (due to the low cooldown).

The amount of Fear...

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Posted by: Kharr.5746

Kharr.5746

Maybe I’m missing something, but I swear I’m getting hit with 10x more fear with this patch than I ever have. Not sure if its a duration change or what, but I have a screen of what just happened to me:

Chain fear does up to 13k damage. You got lucky there. Stability is useless vs necro since most are running scepter + focus with the terror build (focus #5 removes boons). They may even have corrupt boon or well of corruption on their skill bar since it’s a condi build.

On the plus side, necros are viewed as a serious threat now and get spiked down on sight. I logged into my necro to try out some new builds post-patch and could feel the hate (as well as mapchat QQ) as I was singled out in group fights. Until necros get a valid combat escape/damage immunity, they won’t be viable in competitive play. Condi necros were already powerful; they just got spiked down before they could do much. Not much has changed.

Why did you nerf the pull?

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Posted by: Kharr.5746

Kharr.5746

The pull wasnt too fast. If you had a finger on stun breaker , if you reaction time was avarage ( 0.2-0.3 ) you had more than time to break stun from a shatter .

If it was too fast for you, your reaction time was > 0.2 sec, meaning your reaction time is above human avarage. ( meaning its not a OP problem from the skill, but lack of hability to break stun fast enough ).

now 1 sec you destroyed the focus pull and made other wep sets better for off hand mesmer.

Hahaha, this is a good one. Please stop spreading misinformation. Google Scholar some actual research studies on reaction time before you say something like this. Human reaction times for simple tasks like pressing a button when a white dot pops up on a black screen can be as low as 0.2s in healthy young adults that are hyper vigilant, but as soon as you get into any complex actions (like playing a game), reaction times go to 0.6-1.5 seconds.

Which class least 'twitch', and most strat?

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Posted by: Kharr.5746

Kharr.5746

Necro has the longest cast times in the game, so there’s no “twitch” play possible. High base HP pool and death shroud let you soak up a lot of damage while you think in combat.

Mesmer is another good candidate if you’re not trying to pull off the shatter + blurred frenzy combo. The less you run around/dodge, the more effective your clones are at hiding you. Again, plenty of time to think about the situation and easy escape if you take the decoy skill.

New changes discussion thread 6/25

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Posted by: Kharr.5746

Kharr.5746

Necros are kind of funny right now. Got feared for 13k damage earlier today. Apparently torment + poison + bleed (+ burning?) isn’t enough, so fear should do 50-100% of someone’s hp. Want to counter with stability? Don’t worry, focus #5 (or corrupt boon or well of corruption) strips your stability so you get chain feared to death. Got a stun breaker? Don’t worry, necro has 3 fears to use on you

Necros needed some love for sure, but I’m starting to wonder about these changes

(edited by Kharr.5746)