Showing Posts For Knote.2904:

Stop making so much temporary content.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

SAB isn’t temporary…it’s just not there all the time. The Flame and Frost dungeon that was temporary. SAB comes back periodically.

Now that’s truly comical … kind of like saying it isn’t night, it just isn’t day all the time. The word “temporary” comes from the Latin word “temporarius”, meaning “of seasonal character.” “Temporary” means EXACTLY that “it’s just not there all the time.”

You work very hard to do what you do on these forums, I’ll grant you that.

Nope, I disagree. Because there is TRULY temporary content and using the same language to describe SAB leaves people with a feeling that it will never be back. Some of the content, like the Molten Alliance dungeon was truly temporary. Christmas is annual, not temporary. You’ve never heard someone in your entire life saying well it’s Christmas, temporarily. That’s a silly thing to say. It’s Christmas now and next year it will be Christmas again.

The whole point of language is to communicate. Calling something temporary that’s coming back, when there are truly temporary things out there, is just confusing and unnecessary.

Just as easy to ask why SAB doesn’t stay in the game.

Christmas is temporary….. this is some kind of joke right? Cute.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

For Engineer the few things I would like :

1.) Hold down ability key to keep spamming (for grenades), this exists for certain skills in the game already.

2.) Flamethrower should get more range on it, flamethrowers are supposed to throw flames and they do so pretty far, make it like 600-700 range atleast, would make up for the fact that you have to commit to do dmg with it.

3.) Turrets, I just want a better way to use them more often or when I’m moving around too much. The CD reduction for picking them up is ok, but when you have 50 second cooldown turrets it’s still not enough. Maybe start with shaving those 50 second cooldowns down to 30-40?

4.) Mortar, really needs more range, like 2000 atleast (2500 traited), and fix the bug that prevents the attacks from going through if you fire one, then leave the mortar. Would also be nice if the dmg scaled with your stats other than Cond.

(edited by Knote.2904)

Mob Idle XP Bonus - For Dynamic Events

in Suggestions

Posted by: Knote.2904

Knote.2904

A reverse spin on diminishing returns.

Make it so the longer an event/event chain is neglected the more rewarding it is, would be a nice way to reward people for spreading out and doing events in any zone, and would be nice for the few leveling.

Positive Reinforcement > Negative Reinforcement

(edited by Knote.2904)

Stop making so much temporary content.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

SAB isn’t temporary…it’s just not there all the time. The Flame and Frost dungeon that was temporary. SAB comes back periodically.

That means it’s temporary…..

Ummm no. Wrestling isn’t on every night, but that doesn’t mean it’s temporary. Baseball stops for 9 months a year, that doesn’t mean it’s temporary.

Temporary means something that is there for a while and it’s gone. Things that come in cycles aren’t usually considered temporary.

No one I know says spring is temporary. Because there’ll always be another spring.

That’s still temporary… It’s there temporarily for spring, then gone, then back again…. temporarily..

Wth is this.

Temporary gem store items are bad

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

All the temporary stuff is meant to milk the players for money, nothing else, Anet doesn’t care if it’s conveinent for us.

Hell they’re not gonna stop with temp content either, because they only listen to their metrics.

Stop making so much temporary content.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

SAB isn’t temporary…it’s just not there all the time. The Flame and Frost dungeon that was temporary. SAB comes back periodically.

That means it’s temporary…..

It means it’s reoccurring. The same as the holiday stuff. Temporary does not equal reoccurring.

Still hate SAB regardless.

Yes it does, it’s temporary..

Stop making so much temporary content.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

SAB isn’t temporary…it’s just not there all the time. The Flame and Frost dungeon that was temporary. SAB comes back periodically.

That means it’s temporary…..

Blowing in the wind

in PvP

Posted by: Knote.2904

Knote.2904

We’re all just.. dust in the wind….?

why no exp in sPvP?

in PvP

Posted by: Knote.2904

Knote.2904

I wish that too, tired of leveling chars through boring hearts/exploration, I would kill to have xp for spvp.

So...seriously...guild capes?

in PvP

Posted by: Knote.2904

Knote.2904

Personally even though I liked the capes from Gw1, I’m really happy with the banners they implemented: they really look like samurai’s banners and I love it!
Of course having the capes back would be cool, so people get to choose. But really, that’s not my priority for PvP… And I think more than the capes themselves, I miss the personalisation options we had with the capes. If we had this freedom of customisation with the banners it could be really great too!

I think the banners are a little underwhelming.

They should be raised above our heads atleast, and be visible.

Like you said, Samurai-esque.

Also like the Blademaster in WC3 =p

So...seriously...guild capes?

in PvP

Posted by: Knote.2904

Knote.2904

Hardly the same… Art should be new and exciting, not old over-used and boring.
If scarves/capes/mittens were submitted to me as an art director I’d probably say
“What is this, BoringRealLifewars 2? You’re fired”

You sound like one of those kids in a Superhero MMO that make the most hideous ridiculous looking characters with nothing but saturated colors lol.

So...seriously...guild capes?

in PvP

Posted by: Knote.2904

Knote.2904

Anyone other then me think this is silly?..
Out of all the cool designs for back slot type items you want scarves and capes?

Arenanet artists must be kicking themselves in the head when they read this kind of thread “We gave you wings and jetpacks and frikken quaggans for christ’s sakes”

That’s like one of those crazy fashion designer that makes people look like walking dumpsters saying “Wait you want normal clothes?! We’re giving you clothes that makes you look like an Alien Hobo! That’s way cooler!”

So...seriously...guild capes?

in PvP

Posted by: Knote.2904

Knote.2904

Explain what this is then.

That’s right, it’s a cape.

We don’t have to have capes that are super physics dynamic things, I wouldn’t want that anyway, I’ve played games with capes that fold and bend and fly ALL over the place and it looks straight up rediculous.

Hell just look at cloth/leather armor, especially the trench coats, it’s moving w/your character w/o being super flowy, just make capes do that, give them fixed animations on dodge rolls, turning, swinging a weapon etc, it’s easy.

There’s no good excuse for the lack of capes.

Attachments:

This is whats wrong with the game (imo)

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

If you could save up 3-7 dailies and knock them out altogether I would have 0 issues with dailies.

Rift did it right.

The direction and state of GW2

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

The differential between a full exotic and full ascended gear character right now (2 handed weapon) is + 50-55 damage, + 60 Main stat, +32 secondary stat, and either +32 tertiary stat or +8% crit damage. That totals +50-55 damage and either 124 stat points or +92 stat points and 8% crit damage. That’s not nothing .

124 stat points … would anyone argue that 12 levels worth of trait points would not make a difference — even absent the adept/master/GMaster trait?

The weapon dmg is by far the most impactful, they really, really, really, should’ve left that the same as Exotic.

The direction and state of GW2

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Temporary Content is an absolute joke, it’s a kick in the balls to both players and the people that designed the amazing content.

There should be nothing temporary about the living world updates aside from the events that introduce the new content………. who in the world would think that’s a good idea?

Dailies are also something I despise, it’s the main thing that slowly killed MMO’s off for me, one “day” at a time.

Rift atleast let you store 7 dailies at a time so you could take a break and knock them out in a power gaming session.

… to the real efforts the company has made to fix things and learn…

Uh..what real efforts have they made to fix things?
The small scale skill balances? Or the massive grindfest they recently introduced?

Enlighten us on what you believe they’ve fixed because I would really like to know. You’ve got the stage.

Edit: Cactus beat me to it.

List of things they’ve fixed…

Culling, Ascalon Catacombs, Tequatl, most of the waaaay too easy bosses, not getting good enough drops for fighting champions, the account wallet, preview on the trading post, the necro to make it viable in most forms of the game….

I’m sure there’s more….maybe you’re just not paying attention.

When it takes a whole year just for that, and with some of those being things that should’ve been fixed on release, it’s not much.

Old beta footage, CoF armor

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

This “artistic vision” bullcrap Anet pulls is really annoying, coming from an “artist”.

Let people look how they friggin want to look.

Congrats to Everyone!

in Super Adventure Box: Back to School

Posted by: Knote.2904

Knote.2904

Whoever thought of temporary content, especially for an MMO is just….. I don’t even know. There is no good reason for this to be temporary.

It’s a kick in the nuts for both the players and whoever designed the content.

Broke crocodile leading to Moto Breath shop

in Super Adventure Box: Back to School

Posted by: Knote.2904

Knote.2904

Well, it’s not necessary to sit there spamming it in the first place, you can activate it with a simple bomb toss each time you need to go past.

Conditions Applied For No Reason

in PvP

Posted by: Knote.2904

Knote.2904

Epidemic aside, do you mean random aoe’s or something?

The fact that it’s so unclear as to what’s causing it is defiantely one of the problems with the game.

The game needs to be more intuitive so people can actually learn from their mistakes and improve, it’s really hard to do that in this game.

Offense vs. punishment, risk vs. reward

in PvP

Posted by: Knote.2904

Knote.2904

Honestly long cooldowns make the combat much more boring.
For instance a Sword Guardian has to autoattack a lot of the time, which is more boring than say a Warrior or Elementalist who always has some non-autoattack skill ready.
Still, it’s good design that autoattack is your DPS and other skills are situationally useful (stuns, cripple, etc) because you need to use skills at the right time rather than just spam everything.
I’m also very happy most cooldowns on utilities are down to 1 minute max now, that was indeed a good design decision.

That being said, I don’t think casuals would appreciate such a drastic change.
This would be a hell of a risky move.

Lol, I think you actually contradict yourself.

“Still, it’s good design that autoattack is your DPS and other skills are situationally useful (stuns, cripple, etc) because you need to use skills at the right time rather than just spam everything.”

I’m assuming you’re talking about Ranger Shortbow as it’s the best example of this. If auto attacking is where 95% of your dmg is coming from then you’re, guess what, doing nothing but spamming auto attacks like you said with Guardian Sword. Which is equally boring.

Not only that, but as you said “because you need to use skills at the right time”, this only applies to the cc/utility, all of your dmg in this case, however, is “just spam everything”.

I also don’t think there should be long cooldowns, I even said before that playing Mesmer or Sceptre Ele in PvE can be a bit of a pain which so many long cooldown attacks which is the majority of your dmg. Longer cooldowns does nothing to increase the risk/reward for attacks though.

(edited by Knote.2904)

The Shortest Road to GvG

in WvW

Posted by: Knote.2904

Knote.2904

I’d rather see Asuraball get a supported game mode first.

Gathering Tool Skins - Finishers Treatment

in Suggestions

Posted by: Knote.2904

Knote.2904

Here’s a proposal for Anet just to make the gathering tools skins a little more appealing and cleanly implemented.

Unlimited Gathering Tools – Plain (no skins)

Pick/Axe/Sickle – 800 gems each (soulbound on use)

Gathering Tool Skins

These would be limited time skins that would be applied to all characters on purchase and could be swapped on the fly in a menu just like Finishers. These skins would apply to even normal tools.

Current unlimited tools would be replaced with a plain unlimited tool, and the characters that own the tool will have the respective gathering tool skin unlocked on said character (not account wide).

Of course, an alternative suggestion would be to just add a cash shop consumable item to convert a Soulbound item to an Account Bound (Soulbind on Use) item.

Let's make GW2 exciting to watch!

in PvP

Posted by: Knote.2904

Knote.2904

Besides drastically reducing the particle effect spam, the other major turnoff to watching GW2 matches is the whole downed state/rez/rallying mechanic. It breaks the flow of combat and trivialises death, which prolongs fights, and further contributes to the appearance of a mindless spamfest.

The best thing that GW2 could do is entirely disable downed state in PVP and raise base HP across the board to compensate. Could be trialled as a custom arena option.

I would actually really like to see how it would be like to have a longer TTK with downed state removed.

Then all the combat is 100% focused on the actual fight between classes using abilities instead of downed state stuff.

And they could always make it so finishers proc on a killing blow instead of stomping.

Hell even in PvE, give finishers a cooldown and let it proc off mobs lol, would get more sales.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

It’s really frustrating that certain weapon skills don’t mesh. For example, warrior’s rifle auto attack applies a bleed, but it’s #3 and finisher do “normal” damage. Likewise, warrior’s bow does normal damage on autoattack, but the finisher and #2 do burning damage. For QoL and building purposes it would be very nice to have weapons with consistent normal or condition damage.

Don’t warriors have traits that do things like X% more damage on a target that’s bleeding? ANet may have wanted to allow players some synergy between weapons and traits.

War Rifle Auto does pretty weak dmg to make up for the fact that it has some bleeding.

Right, I’m not trying to justify its low damage… only that a weapon with both condition and power attacks isn’t always a bad thing.

I realize that Warrior Longbow and Thief Shortbow are horrendously weak weapons even when compared to a Ranger’s shortbow.

That’s the difference there, Ranger shortbow auto is good for both power/cond builds because it does a lot of both dmg. Where as Rifle auto only does decent condi dmg, so you have a power weapon with a weak power auto attack.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

It’s really frustrating that certain weapon skills don’t mesh. For example, warrior’s rifle auto attack applies a bleed, but it’s #3 and finisher do “normal” damage. Likewise, warrior’s bow does normal damage on autoattack, but the finisher and #2 do burning damage. For QoL and building purposes it would be very nice to have weapons with consistent normal or condition damage.

Don’t warriors have traits that do things like X% more damage on a target that’s bleeding? ANet may have wanted to allow players some synergy between weapons and traits.

War Rifle Auto does pretty weak dmg to make up for the fact that it has some bleeding.

Oh come on, seriously???

in Engineer

Posted by: Knote.2904

Knote.2904

Well, they could always just swap detonate and overcharge

Actually, the way turrets work are a lot like Phantasms.

Either keep them out for more overall DPS/effect gain, or detonate them for more upfront Dmg/effect.

Personally I think they should simply remove detonate from the tool belt and make it a chain skill with the turret itself. Most players tend to detonate their turrets after overcharging them anyway, so just have the detonate option appear after overcharging. Since there may be players who want to keep their turrets up and overcharge them multiple times, just make it available turning the overcharge cool-down cycle; sort of like how the thief’s Shadow Return is only available for a few moments after using shadow step.

For example you place a Healing Turret, and the skill changes to the overcharge Cleansing Burst. Then you active Cleansing Burst and the skill changes again to Detonate Healing Turret for Cleansing Burst’s cool-down, giving the player a fifteen second window to detonate the turret and take advantage of the combo field that overcharging creates. Plenty of time considering that most detonate immediately after overcharging anyway.

Yeah exactly, that’s what I meant to say, well put.

Detonate after overcharge would be good, only downside is it would hide the cooldown on Overcharge.

Oh come on, seriously???

in Engineer

Posted by: Knote.2904

Knote.2904

well if you use thumper turret for the stunbreak then logic dictates you wouldn’t place the turret down in the first place.

Who should you have to choose one over the other? I see no other class having to choose between effectively using their utilities or their class mechanic.

The engineers entire class mechanic is flawed beyond even reasonable functionality, stop defending it. The only reason we even have builds is because of the grace of two functional kits and a few traits that are far too powerful for how early they are found in the trait trees.

Mesmer. =p

Actually, the way turrets work are a lot like Phantasms.

Either keep them out for more overall DPS/effect gain, or detonate them for more upfront Dmg/effect.

(edited by Knote.2904)

Leveling a thief? Go with Death Blossom

in Thief

Posted by: Knote.2904

Knote.2904

Shortbow is by far the most effective weapon for leveling.

It does literally everthing.

Three things make thief leveling faceroll :

1.) Shortbow

2.) Caltrops

3.) Signet of Malice

Unless it’s been changed, SoM heal tics proc off EVERY aoe pulse/tic per mob. So each caltrops tic procs a heal per mob inside it, same with poison field, same with each clusterbomb hit (x3 per mob per clusterbomb).

Then run around and spam clusterbomb in melee range, it essentially does the same bleeding as Death Blossom + awesome direct dmg, it becomes a powerhouse melee skill, and you can kite EASILY with caltrops which can maintain perma cripple on any number of melee mobs/champ mobs.

Enjoy your faceroll. =p

Death Blossoming is fun and stylish though, w/e floats your jimmies.

Is the skill system too simple/boring?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Skill system is a garbage. Most of the time you use “skill” number one.

Lol, then you’re doing it wrong man.

No he’s doing it right, for a majority of weapons, autos is where your dmg is.

This is why games are being dumbed down these days …

Don’t blame the player….

It’s Anet’s design, and something that’s been discussed quite a bit in Spvp forums recently.

lets call it "the Mist War" instead of "wvw"!

in WvW

Posted by: Knote.2904

Knote.2904

Wub v Wub Wub Wub

+40% Condition duration food is OP

in WvW

Posted by: Knote.2904

Knote.2904

-40% food is even more OP.

Some ANET interfered with our GvG

in WvW

Posted by: Knote.2904

Knote.2904

Looks like someone’s being fired.

Even though I disagree with the “gvg” zergfests, that’s just ridiculous, let people play what how they want lmao.

Is the skill system too simple/boring?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Skill system is a garbage. Most of the time you use “skill” number one.

Lol, then you’re doing it wrong man.

No he’s doing it right, for a majority of weapons, autos is where your dmg is.

Combat with Control not Defiance/Unshakable

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

This would require them to make good bosses and mobs with good AI that are fun and interesting to fight…

I made an alternative suggestion before, let boon strips strip Defiance then adjust Defiance scaling accordingly, just to give extra utility to boon stripping in PvE.

SAB D:

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I really don’t know why it’s not permanent? What good reason is there?

I’ve never really gotten into SAB myself but it seems like a nice thing to do when I’ve got a bit of extra time here or there. So I’m all for making it permanent, but ANet seems to like having temporary content (which I guess is ok for seasonal events but I don’t see SAB in the same way as Dragon Bash Festival).
I’ve seen a couple of people complaining on the forums about how Living Story events should be more permanent and hopefully (since the next living story seems permanent) ANet will start playing around with more permanent content. Maybe by the time we have SAB V3 or V4 it might be permanent.

SAB is one of those things that SHOULD be permanent, so you can take your time with it, and do it once in a while as a time killer or for fun.

SAB skins

in Super Adventure Box: Back to School

Posted by: Knote.2904

Knote.2904

I’m not sure either. I do, however, hope that they make the players who completed trib mode world 2 have unique skins. These guys have dedicated a lot of time and deaths to obtain the yellow skin. I read somewhere that they may revamp world 2 to make it easier. If they do, then they should make the skin glow gold or some other variant.

I don’t have the yellow skin, but have tried and failed trib mode w2. Kudos to you that have finished it.

If they make it easier, it’d just be making normal mode easier.

And Trib isn’t actually hard at all, it’s just a matter of dying a lot to learn the route.

I have trib on farm now, the first time is “hard” and that’s all.

Gem Store not loading

in Black Lion Trading Co

Posted by: Knote.2904

Knote.2904

You’re a rockstar Sarah.

Bleed is out of control

in PvP

Posted by: Knote.2904

Knote.2904

How is a low-condi damage auto attack so different from a low direct damage auto? The feeling that you absolutely must have your condition bar clean is what I meant by feeling that cleansing should “keep up” with application.

Let’s say you cleanse nothing, face backward, and take the full 400 bleed damage from every shortbow auto. How is that so much worse than a direct damage auto? (except for sun spirit burning, but that’s another issue). If you’re getting beaten by spirits, say that, not that condi application on autoattack is killing you.

Well for one, it ignores armor.

The balance talk in MLG

in PvP

Posted by: Knote.2904

Knote.2904

Bleed is out of control

in PvP

Posted by: Knote.2904

Knote.2904

Nevir, you have been missing the point all this time;

nobody should have mindless cleanses/conditions, because at the end of the day, the one that has the most wins, and right now we dont have any mindless cleanse but we have plenty of mindless condition (small duration) spam.

Take an example, a ranger with shortbow, or a warrior rifle, will be applying bleeds constantly (ranger conditionally, but the game is buggy enough to make it almost always guaranteed) , small duration, but cleanse will do absolutely nothing to it. Are you really ok with that? Shouldnt conditions be , as you said yourself, something that you tactically use at the right time? To me that isnt tactical at all

War Rifle is slow enough to be countered by cleanse for the most part.

But, there is plenty of passive/mindless cleanse, just look at any of the “cleanse per x seconds” traits/passives, or even procs, or random light field finishers.

PvP's unintentional game mode

in PvP

Posted by: Knote.2904

Knote.2904

“GvG” is a zergy clusterbeep lol, keep that stuff in WvW, or let custom arena’s hold 30-40 people for people that feel like kitten ing around like that.

15 v 15 as an actual mode would be fine as long as the map is big and splits people up, I wouldn’t mind having an Arathi Basin.

Bleed is out of control

in PvP

Posted by: Knote.2904

Knote.2904

Here’s another example :

1 bleed stack (60 sec duration).

5 bleed stack (12 sec duration).

Same damage output overall and target cleanses every 6 seconds.

The 1 bleed stack only gets 10% of it’s dmg out before being cleansed, while the 5 bleed stack gets 50% of it’s dmg out before being cleansed, massive difference.

Exactly this.

The problem isnt that bleed is too strong, I believe the damage is ok. What I dont think is ok is the fact that most skills that apply them do it quite often, rendering cleanses useless because even if yuo were to cleanse it, it probably had 2-3 seconds left, but alas another short 5 second 2 stacks bleed is applied….

Actually, one of my favorite parts of the game is condition management—meaning how you deal with the conditions that are on yourself. Passive cleansing is kind of lame, but if you have a few active cleanses, it’s really fun to have to think about how to get the most out of them.

If you’re getting focused in a teamfight, you could have a long row of conditions on you. You need to get to the bleed stack, but it’s covered. Suddenly the ranger switches back to shortbow and starts re-applying bleed constantly—bam, you know you can get it because of the last in, first out rule. Other times, you may have to wait until the exactly right moment to use a cleanse. Sometimes, you know you can’t get to the important one so you absolutely must blow a multiple condi cleanse. Or you have to call out to your teammates for a cleanse.

There’s no way condition removal can “keep up” with application, which was intentional. If it could, anyone could easily shut down every single condition build just by cleansing every few seconds. The fun part is the micro of getting the most out of your cleanses. It’s incredibly difficult to do perfectly and it’s one of the reasons people think that skillcap is low. Skillcap is not low.

Sigh.

I never said cleansing is supposed to keep up with application.

You’re completely missing my point and actually proving it.

1. I do think passive cleanse is also bad just as bad as passive dmg, everything needs player input, for the most part.

2. What you just said about waiting for the right time to cleanse, that only applies to bleeds/conditions that have a long duration and aren’t spammable.

What I mean is, if there was an auto attack that applies 10 stacks of bleed that lasted 1 second, how would cleanse do anything against that? How does cleanse stop things that apply lots of small bleeds? You can wait for a Thief to foolishly Death Blossom x3 then cleanse all 9-11 stacks of bleed, but if he pops caltrops on you cleanse is useless against it (yes you can move out of it, but that’s not the point I’m making here.)

Now you have stuff like War Longbow Burst skill that applies 2s burning every 2 seconds and can nearly have 100% uptime and covers 90% of control points, how does cleansing stop that? It doesn’t, that’s the point I’m making here.

One Race vs. The Other?

in Engineer

Posted by: Knote.2904

Knote.2904

I didn’t want to make a human, but I had to because otherwise my Engy would look really ugly as Asura or Charr.

It’s bad enough that there’s no use for hunting weapon skins as an Engy, but medium armor is also, bleh.

Just choose human if you want to look good.

MLG Invitational This Friday!

in PvP

Posted by: Knote.2904

Knote.2904

They really need to turn off post-processing during these streams, the bloom is just too much.

Bleed is out of control

in PvP

Posted by: Knote.2904

Knote.2904

Dunno, cleansing bleeds is quite easy. Which probably warrants the damage.

That’s another thing, there’s too many spammed short duration conditions which are essentially immune to condition cleanse.

Which is more threatening :

1.) 3 bleeds per second (3 second duration each).

or

2.) 3 bleeds per 5 seconds (15 second duration each).

Compare Warrior Longbow Burst ability to Thief’s Death Blossom, one is countered pretty hard by cleanse, the other is practically immune.

It really depends on what build you have. Some builds can cleanse so much that neither of those would even make a scratch, other builds would die to both and, like you said, some builds can definitely handle the Warrior more so than the Thief.

It’s all about the build.

No, even if you had a passive that cleansed every 2 seconds, my first example would do way more dmg than the second example.

Which is my point, since so much of the dmg is upfront a huge majority of the dmg is practically immune to cleanse.

The damage is not upfront because it still needs to tick over half it’s duration in order to get the most out of it and cutting it off anywhere in the chain would reduce the damage.
I think you’re making bleed a bigger deal than it ought to be.

It’s more upfront that the 2nd example, and is punished WAY less by cleanse.

Here’s another example :

1 bleed stack (60 sec duration).

5 bleed stack (12 sec duration).

Same damage output overall and target cleanses every 6 seconds.

The 1 bleed stack only gets 10% of it’s dmg out before being cleansed, while the 5 bleed stack gets 50% of it’s dmg out before being cleansed, massive difference.

There are a lot of skills with short duration conditions that are reapplied a lot, then you have things like Ranger Torch throw that is just a single long application (which is countered by cleanse harder).

Now compare that Torch skill to the other Torch skill that reapplies 1 second of burning every second, will cleanse do anything to the latter?

Since You're Posting

in Black Lion Trading Co

Posted by: Knote.2904

Knote.2904

I imagine this is directed at me :P

I’m sorry but I don’t have any information on that topic and can’t provide an answer.

Mebe, mebe naught.

But i’ll take that as a yes just because I’m desperate.

Gw2 PVP Community Improvement Ideas

in PvP

Posted by: Knote.2904

Knote.2904

It’s funny. All the people that are against the Necro marks don’t realize that a 1/4th second activation time is NOTHING compared to Elementalist Staff skills. Literally. Nothing. I would kill to only have to wait 1/4th of a second for my skills to hit. Current necro staff can hit you before the mark even appears. That’s silly.

Give me the damage of Meteor storm and we can talk about bumping up the activation time.

All staff marks have already a nearly 1 second cast time (3/4ths second) with a big hand-wave movement. If you can’t dodge in 3/4s then that is on you. The problem with them is that 3 of them are very similar movements, they should change them like Reaper’s mark so each mark gets a unique cast animation so you can actually decide whether you want to dodge or not.

Other than that, you are taking overall pretty weak (per use) weapon skills, and making them impossible to land against anyone with a functional brain.

I know you’re biased and all, trying to keep your class strong but objectively the way marks work are unhealthy for the game and need to be changed.

This coming from a once necro main lol. Staff mark telegraphs are virtually non-existent.

On the flip side, taking about risk/reward, you’re right, marks should be buffed if changed, both should happen.

Just make marks have a 3 second pulse on the ground, atleast for Blood/Chillblains, the 2nd is already a poison field so why not.. Then just make them stronger, it would feel much, much better as a standalone weapon then, especially for PvE.

#4/#5 are both very strong skills and should definately have a good telegraph, have the mark swell on the ground half while the casting animation is going off and half after it’s cast, then burst and cause it’s effect and give both a unique little border animation to distinguish them, easy.

(edited by Knote.2904)

Bleed is out of control

in PvP

Posted by: Knote.2904

Knote.2904

Dunno, cleansing bleeds is quite easy. Which probably warrants the damage.

That’s another thing, there’s too many spammed short duration conditions which are essentially immune to condition cleanse.

Which is more threatening :

1.) 3 bleeds per second (3 second duration each).

or

2.) 3 bleeds per 5 seconds (15 second duration each).

Compare Warrior Longbow Burst ability to Thief’s Death Blossom, one is countered pretty hard by cleanse, the other is practically immune.

It really depends on what build you have. Some builds can cleanse so much that neither of those would even make a scratch, other builds would die to both and, like you said, some builds can definitely handle the Warrior more so than the Thief.

It’s all about the build.

No, even if you had a passive that cleansed every 2 seconds, my first example would do way more dmg than the second example.

Which is my point, since so much of the dmg is upfront a huge majority of the dmg is practically immune to cleanse.

Since You're Posting

in Black Lion Trading Co

Posted by: Knote.2904

Knote.2904

What are the chances of there being a consumable on the Shop to turn soulbound items on our char’s into Account Bound (Bind on Use) items?

:3