There’s always the Sylvari. One of the male faces looks like it’s wearing a mask made of leaves in the shape of a butterfly.
Probably doesn’t help, but…
It’s not very helpful that you contradict yourself at the start of your post.
Saying Mesmers are great 1v1 and are meant to be, but weaker else where, thus their disadvantage, but then immediately say, they’re still very strong thus don’t really have a disadvantage.
Stacks in Intensity – Bleed/Confusion/Vulnerability
Stacks in Duration – Everything else.
Apply 5s burn, apply another 3s burn = 8s burn.
You get a 1% chance to summon Cruella De Vil on attack to spawn and insta kill your target.
Shh.
Condition damage is inferior in scaling to normal damage.
Normal damage scales with power, precision, and crit damage. The three stats multiply, the more of one you have the more valuable each point of the other two becomes. The scaling is cubic.
Condition damage scales with Condition Damage. It’s linear scaling.
The max Power you can get is identical to the max Condition Damage you can get. So at linear scaling they’ll do the same damage.
Now, normal damage is reduced by armor, while condition damage isn’t, but armor scales linearly (like condition damage) and not cubically (like power) so power will quickly overcome armor as stats improve.
I’ve noticed power is a % increase on your base dmg (from some testing in the mists), while condition dmg just adds a flat amount to your base condition dmg.
It was sort of like, at 80 with just base Power, every 100 power is slightly over 10% increase to your base dmg. Where as 6% of your condition dmg stat is added to bleeds per tic. Doubling your base of 43 bleed dmg won’t take as much condition dmg as it would to double your base dmg with power. (900 power vs +53 to bleeds for 900 Condition Dmg)
I’m like 90% sure, but I could be wrong. =p
Of course Power/Crit can scale harder, but that just means Power/Crit is more viable for going glass cannon, Condition Dmg will usually have to have some tanky stats, or even extra Power and still match dmg (depending on the class/wep/spec). Then there are a few things that apply conditions on Crits so Crit has some minor condition scaling as well.
Then there’s the difference of, how many conditions can you apply versus how much direct dmg your weapons can put out. And then there’s the fact that conditions ignore toughness. High toughness, low HP targets, direct dmg starts to reduce in effectiveness vs conditions.
It’s not that simple.
To the OP, condition dmg in this game is poorly designed as far as PVE goes. Just in the sense that their goal was to not have players conflict with other players, but instead work in harmony with one another. The condition caps in PVE contradict this. Not to mention just how Old School this problem is. =p
It could’ve been made seperate for each player, though probably was just was too messy to deal with. As far as arguments about condition dmg becoming overpowered in PVE if the caps were removed, adjusting mob HP vs Toughness could balance it out easily, but again, probably too much effort.
It would be nice to see a portion of your Condition Dmg act as Power when it comes to attacking objects, very similar to League of Legends with Ability Power turning into Attack Power for Turrets. It can really suck being a condition dmg spec in pvp against trebs/gates, or even some events in PVE.
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I’ve also noticed 2 handers will always have higher weapon dmg than dual wielding.
Basically : lvl 10 staff with 100 weapon dmg,
Lvl 10 dagger x2 with 88 weapon dmg each averages to ….88 weapon dmg total.
Slightly different issue, but still why do 2handers have such an advantage lol.
Now, not that I’m disagreeing here.
But if they put so much work making such a massive PVE world, just to let it go to waste, that will be a huge dissapointment.
I hope they add some things to make the past content have some more replayability. To me it feels like they set up a massive world, got some basic DE’s functioning, and now it’s ready to be filled with more stuff to do and improved to be more fun. From what I hear they’ve done it before (GW1).
Also I am a pvp’er, but nothing in pvp can compare to having a massive open raid against a difficult world boss with 5-10 different objectives and everyone having to work together to even have hopes of beating it.
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Because everyone on both sides loves the game.
Knote.2904
i guess you didn’t see mesmer’s temportal curtain. people say it is best wall skill.
Perhaps you didn’t read what I said.
Wall skills that require someone to run through it for it to do ANYTHING, are at a huge disadvantage.
Temporal Curtain is a massive aoe pull. And decent for applying swiftness for yourself.
Maximum number of targets of Corrosive Poison Cloud and of wells
in Necromancer
Posted by: Knote.2904
It’s usually 5 targets for aoes.
I think a select few only hit 3 or sometimes more up to 10.
I would love to see some more weapons been hybridized a bit more. So that depending on traits you could use a weapon with either power or condition builds.
I would love to use Staff as a standalone condition or power weapon (currently it’s very good for either as a standalone weapon). Dagger that did some bleeds, which could be focused on through traits or something would be neat. Axes could probably be left as the pure Power/Crit weapon though, when it finally gets buffed lol.
Alot of “wall” aoe’s in this game could be made 10x better if made into a circle.
Wall skills are just so unreliable for the most part. =/
The ones that require someone to walk through it to do anything that is.
In terms of theme I think I would’ve prefered daggers to be ranged like Axes, with daggers just being a sort of Athame or w/e.
Considering Daggers are sort of the “Blood” weapon of necro’s it’s surprising it doesn’t have bleeding, and more of a support/heal aspect.
Lifesteal is a staple of necromancy.
There’s supposed to be multiple types of necromancers, atleast with this Necro.
There’s your plague/curse Necro.
Your Blood (vamp/healing) Necro.
Your Corporeal (physical dead minions, corpse/bone stuff) Necro
Your Ethereal (spectre/ghost/spirit) Necro
And finally there’s the Shadowy type necro (Death Shroud) though this could fit with Ethereal too.
I definately hope the class customization in this game goes further though, so each you can focus on each type or blend them and have it be noticable in your gameplay.
Not to be a bummer, but a mesmer or guardian can do that far better. =/
Once you see what a tank chaos armor mesmer build can do, you’ll weep.
Permanent regen/protection/swiftness/retaliation, and 66% of confusion per hit.
I’ve been killed by mesmer sceptre hitting me like 50 times for 250 dmg, nerf it right?
With how slow staff auto’s fire 17 hits would take forever. Even a power/crit Longbow Ranger can get 2k hits easily, and Longbow is bad, atleast compared to Shortbow.
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Erm. No?
It’s terrible.
As someone who has played mesmer for quite awhile, I think the best nerf would be to just revert the buffs to illusion generation.
One of the biggest buffs they got was that illusion generation recharge going from 10-20%. Makes decoy a lower cooldown, mirror image a lower cooldown, all phantasms and clone generating skills. Mesmer can just poop out illusion with impunity to make killing them not punishing whatsoever as well as just having much more shatter fodder. IMO they buffed that because of the Mesmer’s poorly designed counter-intuitive mechanic.
Oh and stealth is such a huge advantage in this game. Being able to disengage whenever you want, and constantly gain an advantage with every single stealth such as getting ahead in the dmg race, and coming back with an ambush each time, it’s huge.
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You guys are dancing around the issue. Some classes have WAY too much burst and are capable of killing someone that fast with 2 buttons. I cant even count how many times I have been fighting and at full health when BAM I instantly drop dead. No warning, no time to counter, just dead.
That usually has to do with quickness, which is a ridiculous mechanic in a game where there is plenty of burst/dmg already.
That said, you just have to have some defensive cooldowns and be EXTREMELY fast depending on the situation. The game basically becomes a twitch FPS with quickness thrown in.
Warrior sneaks up on someone engaged in a fight, quickness —> rush --> 100b dead in 1 second followed by a quickness boosted stomp (even more ridiculous).
Thief, infiltrator strike, haste, pistol whip (steal midway to stick to quick players), pistol whip again with devourer’s activated partway. Extremely easy to stick to players with this, or of course the classic Heartseeker Spam depending on if the person has anything left to counter 5 or so of them with. I’ve done it plenty of times to know how strong it is from both ends.
Hell even Ranger, muddy terrain, line 2 people up, Quickening Zephyr, and just shortbow auto attack them from 100-0.
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Why endgame PVE feels like a boring standstill (and what can be done to fix it)
Posted by: Knote.2904
Well hopefully once they fix most of the bugs and what not, they can work on making the DE’s and fights more fun, interesting, challenging, as well as throwing in some more optional carrots.
I’m still patient.
I did a DE today that’s a great example of why alot of these DE’s are boring. Was in For-something’s Pass, that 25-40 norn zone, where Mechataur were coming to attack this building. It was just me an one other guy, basically it would spawn 3 Mechataur every 15 or so seconds that would run to attack the building. Of course me and the other guy would kill them within 5 seconds, and they don’t even attack back.
So this is going on for a while, and I look at the timer and see 4:30 minutes still left…. Was basically a “wtf” moment. Unfortunately alot of DE’s are like that, not epic or challenging or fun whatsoever. =/
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I always feel bad on my necro, I’m always killing them with all my collateral damage.
Sigh, just the average life for a necro. =/
Yikes, I guess I dodged a bullet.
I for one am extremely excited to see what changes they do.
Especially to traits. I really really hope to eventually see traits like 5% more dmg replaced with traits like “Chill on Blind” so I’m not cherry picking anymore. And traits actually feel like they’re doing something and changing the way abilities function.
I would love to see Staff be a viable stand alone weapon rather than a mandatory handful of utilities on a stick. Such as traits allowing staff to be a decent power weapon, or traits to let Staff be a good condition weapon.
I absolutely love that tanky, debuffing, control, attrition playstyle.
Oh and also if Colin see’s this. Dark Path swapped with Spectral Grasp, MAKE IT HAPPEN, definately fits the slow, immobile, controller type of “GET OVER HERE” and could give us a good Spectral Utility shadowstep with some interesting effects. Plus using dark path for extra bleed feels bad when I don’t want to teleport into melee, which is 99% of the time.
edit : Oh and just to add, the fact that you can’t receive any healing while in death shroud seems a bit counter-intuitive, considering Death Shroud is a way to absorb dmg, and thus survive, but so is healing, and since necro’s will usually have passive healing going (and hopefully will have more of, hint hint) you’re losing some survivability to gain, survivability.
Also the idea of dumping life force in order to do more dmg seems rather brilliant, it can be a way to give us good or bursty dmg while sacrificing our survivability, or even let us dump life force for extra control, or extra condition dmg, or even dump it into healing. Say if a blood specced necro (in the future) actually brings some decent healing to become a healing support like guardian/ele, they could dump Life Force to heal either allies or themselves, I think it could flow very well, depending on Life Force gain.
And speaking of Life Force gain, it definately should be normalized across the weapons. It would probably make sense to have life force on every weapon’s auto attack and maybe stick a large amount of Life Force gain on a cooldown attack.
Just thinking of the possibilities of this class has me all excited, I hope to see it come to fruition. =D
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Just because warriors/thieves have stupid and easy burst because of quickness’s bullsh. mechanic doesn’t mean mesmer’s have absolutely no burst.
I’ve done greatsword burst builds that have fairly sustainable burst. It’s no, dump every cooldown and kill ANYONE in 1-2 seconds sort of burst, but you can do really heavy chunks of dmg on a low-ish cooldown.
Greatsword 2 skill + iZerker + Mind Stab + Mind Wrack, all nearly hit at the same time, and you can bounce your GS 2 skill off your phantasm to hit twice, plus double illusion mind wrack.
Anyway, regardless of the burst mesmers do or don’t have, mesmers are still quite broken, as someone who’s played mesmer alot.
I actually loved just about everyone of those suggestions.
The shadow return on steal is something I’ve always thought should be there as well.
Well, I just wish the combat had a little more depth.
Do not underestimate the xp gathering nodes give you. I try to gather as much as possible (I slack more now though) as well as just exploring, and killing mobs in my way, etc, etc. And I’m consistently overleveled. Hell I don’t even craft.
Also if you see a dynamic event you’ve done before already, you can always quickly participate and kill a few mobs or w/e then leave and still get Gold most of the time, and at the very least Bronze, extra xp.
There is having no power advancement, then there is having a lack of things to do.
I’m all for killing the gear treadmill. But having more optional carrots like cosmetic skins is always a good thing. Like reasons to go back to old zones and stuff. As long as that void is filled with extra (AGAIN OPTIONAL) stuff to do, everyone is happy. =p
Just here to say I agree.
Not enough satisfaction in some of your achievements.
I would definately say thief.
Probably the best at kiting, aoe, move speed as far as PVE goes.
Stick on your Signet of Malice, shotgun clusterbombs in a group of mobs (3 tics of healing per mob, per clusterbomb), or kite them all with caltrops + clusterbombs + poison gas.
Signet of Shadows for speed boost + Initiative regen + Infiltrator Arrows to get around.
WoW not giving rewards for map exploration is actually a great point.
This game does reward you for it, which means it encourages you to explore. That’s one of the purposes for rewarding players.
If the game rewards you more for doing easy things and rewards you much, much less for doing challenging things, then the game encourages you to not do challenging things and instead do the easy things. That isn’t good.
Saying that this game isn’t about the reward is a terrible argument considering there is plenty of rewards in the game already, which is great, for the most part those rewards encourage things such as exploration, taking on challenges (puzzles), or even rezzing people (xp for rezzing).
However, the rewards are just inconsistent, some aren’t as rewarding as they should be, and some are too rewarding (look at the nerfs Anet has been doing).
I agree with you about the inconsistence… But I’m sure it will be figured out and fixed accordingly in time.
Yeah I’m with you on that. Alot of the complaints I agree with for the most part about this game. But I definately trust Anet will figure it out, I’m more than used to MMO releases.
Elementalist Conjure Frost Bow’s 5th skill is a charged skill that has a massively overpowered Stun, about 5 seconds then also stacks high duration chill on you.
Arguably the only purpose for that weapon.
That is the ONLY thing that will freeze you in a block of ice, assuming you’re talking about pure pvp.
Irony being if you were really holding 2 weapons like say as a martial artist.
No you would darn well never attack with both at the same time. Not even to pull an Anakin and lops off a head using em as scissors, it just would not work well.
In Martial arts the reason for using a shorter blade in your left or ‘offhand’ was to block and parry away blades.
Lunging at someone with 2 blades/dagger would be a sure way to take a fatal blow, not inflict one.
You youngsters need to watch more Bruce Lee =)
But yes as a video game I agree the disparity between the 1 button attack on one hand vs. 2 hand seems big…well that is only until you realize that attack speed plays a factor too. At least it does for me Engy, he attacks harder but slower with rifle, but faster and weaker with pistol. I believe this is how they balance it. the 2,3 skills however I think would be the most pertinent since for most 2h vs 1h they have the same cooldown length??? or do they?
Death Blossom, Cyclone axe, really anything that has any kind of spinning or flourish at all are terribly impractical to do in real life too. Rolling is an especially bad idea and i’m not sure how it became a standard dodge.
Honestly, real combat in a game would be pretty boring.
And on the other hand, unrealistic moves like Death Blossom or Cyclone Axe look and feel cool/fun.
So would swinging both weapons.
WoW not giving rewards for map exploration is actually a great point.
This game does reward you for it, which means it encourages you to explore. That’s one of the purposes for rewarding players.
If the game rewards you more for doing easy things and rewards you much, much less for doing challenging things, then the game encourages you to not do challenging things and instead do the easy things. That isn’t good.
Saying that this game isn’t about the reward is a terrible argument considering there is plenty of rewards in the game already, which is great, for the most part those rewards encourage things such as exploration, taking on challenges (puzzles), or even rezzing people (xp for rezzing).
However, the rewards are just inconsistent, some aren’t as rewarding as they should be, and some are too rewarding (look at the nerfs Anet has been doing).
Let us choose our own filtered words based on a list lol.
I wanna see “pudding” everywhere.
I’ve been getting them before I posted on the forums.
They can always just /friend you and see your account ID too.
Before the “fun police” get here…
I agree, alot of rewards in the game are unbalanced and inconsistent.
Fighting a really hard champion mob with 3-4 other people and killing it after 10 minutes and getting 110% the xp a normal mob gives + a white sceptre feels terrible. Very anti-climactic lol. Sometimes there are champions guarding a small chest but sometimes there aren’t.
Well it’s colorful so no.
Is that susposed to be racist?
North Korea is the only place on earth I know of that’s black and white.
The amount of kitten-ups is becoming absolutely unacceptable. Even the low level ones are exhausting.
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Makes me wish the Thief’s dual weapon skills applied to every class. It just makes so much sense and adds more when thinking about what weapon combos to use. =/
Well it’s colorful so no.
Anet should have a section for goodbyes, or just merge them all into one gigantic tear.
Lol ok I gotta admit I busted out laughing.
Op has valid points though, I agree with him/her. Hopefully there’s enough cosmetic carrots to keep me playing as far as PVE goes.
Mesmers have alot of different builds that are pretty good as well.
Necromancers.
If you’re still reading Colin. I understand you’re holding off on balance changes, but will there still be changes to traits overall? Such as weeding out more of the dull traits such as “5% more X”, and replaced with more traits such as “Chill on Blind” or “X skill now also does Y”?
There are many counters to Pistol Whip but I’m not going share them because I like killing people with it. The best way to learn how to counter a Thief is to play one in sPvP. They aren’t as easy against skilled PvPers.
Well unfortunately for rangers, they have to bend over and take it.
Ranger’s have 0 reliable measures to remove immobilize in a pinch or even displace themselves.
Do you have a stun? A Daze? a Knockback, evade?
Point blank shot? Knockback
Concussion Shot? Daze (Stun from behind)
Counter Attack? Block & Knockback
Hilt Bash? Daze (stun from behind)
Hornet Sting? Evade
Stalker’s Strike? EvadeYou maybe immobilized but you are far from helpless.
Learn to think maybe?
First of all, it’s not like ranger is my “main” or anything. I’m not being biased. In fact my most played has beenThief/Mesmer/Ele since beta, so I know very well what thieves are capable of.
Second, they gave Pistol Whip evasion after the mini stun.
edit : Oh and I forgot lol, you can’t turn while immobilized.
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Allow this feature to highlight lootable corpses or some other simple effect to help us find loot easier.
This function lets us show the names gathering nodes or interactable objects.
I find it very annoying when I can’t find lootable corpses that get lost in the mess of fights or terrain, the very subtle sparkle effect just doesn’t cut it imo.
I don’t really roleplay much, but whenever someone is downed or dies I get overly emotional as I try to save them from the brink of death.
Always fun.
I tend to yell out “This man needs help!!” or “He was so young…”
Good times, indeed.
WTB emote that lets you fall down on your knees, look up in the sky and cry out “NNNNOOOOO!!!!!!!”
Lol this is what I do with my char.
And if other people try rezzing I yell out “GET OFFkittenGIVE HIM SOME AIR!”
Just do other things, there are tons of stuff to do, this is supposed to be about having fun not about farming karma. Come on! Give them some credit!
/sarcasm off
Supposed to be, being rewarded (with karma) for doing w/e you find fun as opposed to trying to hard-grind events for karma. But if it’s punishing those for not purposefully grinding and just having fun then it doesn’t really work imo.