[…]
Scrapper’s Medic Gyro needs 0.5 second cast time since it is a heal skill still.Healing Turret’s cast time was increased so it could be interrupted in time so same treatment maybe?
[…]
Congratulations, you just deleted another healing skill from the engineer profession. The fact it is instacast is the only reason this healing skill gets taken instead of healing turret. Healing turret heals more and cleanses 2 conditions. Medic Gyro can’t compete with that, if you give it an activation time you will never see this skill taken ever again. Engineer needs more viable healing skill options, so please don’t touch this.
The main problem is their concept wasn’t thought through.
If you want to center PvP around defending specific areas and you don’t want one class to excel at this job, because it would be “unfair” for the oher classes, why the hell are you designing skills that are SUPPOSED TO DEFEND A SPECIFIC AREA?
That is complete nonsense. Turrets just did their job and they were good at it. But Anet doesn’t want anyone to be good at this job, so they nerf turrets to uselessness.
No one can disagree, they are the weakest minion type in the entire game. They got ALL downsides (not mobile, critable, conditionable, not able to crit themselves, not able to receive boons, not able to receive healing except the tool kit) and got no upside. Their original upsides were that they were uncritable and unconditionable. That is gone and even more strange: they didn’t get anything back for that huge nerf. The health bar and armor of turrets were designed in mind they have those abilities. Logical would have been to increase these, since turrets received a ton of more damage now.
I just want Anet to think about turrets and giving them an actual UPSIDE.
(edited by Kodama.6453)
you speak as if there is no skill involved, but clearly you do not speak for those who belong in emerald and sapphire.
In amber you aren’t able to lose pips. That means even if you are kinda the weakest player out there, with a losing rate of 99,9%, as long as there is just one game you get carried by others, you will make progress. You are winning one game then lose 100, it doesn’t matter, you will still cross the border for amber.
And this isn’t removing skill? Are you really trying to say that?
You get a legendary backpack as reward. If you would be able to reset to amber, it would mean there is absolutely no skill involved to get this thing anymore (the level of skill to get it is very low already, tbh, just don’t lower it even more).
If you would be able to reset to amber, I say you should
1. don’t let any division crossing count for the achievement that you have already done (so spamming amber for the achieve won’t work)
2. don’t get rewards for crossing divisions you already did
[…] Boon corruption doesnt do anything for power necros except raise crit chance in curses, which is a condition focused traitline. […]
Boon corruption does nothing for power necromancer? I don’t think so.
What can it provide to power necromancer:
Increasing necromancers damage by removing protection
decreasing the enemy’s sustain by applying poison and removing regeneration
decreasing the damage taken by the enemy by removing fury, quickness and might and applying weakness
crippling the enemy’s ability to dodge by applying weakness and removing vigor
crippling the enemy’s ability to kite by removing swiftness and applying cripple
These are some examples. But I guess all that stuff just doesn’t count, right?
Just so nobody gets me wrong: I’m not against focus as a weapon. But the mechanic to keep the pistol mainhand skill if you equip a kit doesn’t work for me.
But keeping the idea of it: maybe focus could have it’s own 2 skills and it is changing the skills 4 and 5 of kits? So we lose the previous skills of the kits which are number 4 and 5 to get new? That could actually be interesting.
If the user didn’t want it to just replace 2 then they would use a pistol in the off-hand. The reason for my suggestion is to allow the player to keep a pistol active in the main hand while trading out the off-hand skills. Let’s face it glue shot on the off-hand pistol sucks and is a waste of space. I’ve never had glue shot be effective at anything. Only the off-hand focus would make it act this way.
I see that you think pistol offhand is lackluster. But I still don’t get the benefit from that mechanic, I just see a harm for the engineer.
Let’s say you want to use the combo grenade 4+5, pistol 3+2. If you want to do so you could easily switch to grenade kit, use 4 and 5, then switch to pistol and use 3 and 2. Kit swapping is so fast you actually don’t need to combine the kit skills with the pistol skills. You just need to get used to kit swapping, that’s all. But for everyone who is actually able to do so, focus would be the worst weapon ever introduced to GW2.
Shield.
We ask for active defense a lot and if we get shield, there’s a good chance we might get that active defense.
Shield really?
Thats as bad as a necro shooting unicorns.
Im almost sure we will get or torch(almost sure of this one ) or a sword.
I also think that will be a condi weapon since we have just 1 atm .
Shield could actually be quite nice. Give it a grave stone skin and some skills which seem to use dead buried bodies to defend yourself. For example, creating a wall made out of bones to prevent the enemy to reach you. Or just summoning ghosts which circle around you decreasing the damage you take while doing aoe damage. Could be a great concept.
My guesses for a next weapon: Longbow or shield.
Here we go, another try to make Med-Kit a worth healing skill. That’s right Anet, we won’t give up on this subject.
I have 2 suggestions to improve the Med-Kit.
1
Increase the healing of each package (skill 2-5) and give another extra healing if you are curing the condition the package is meant for. To prevent the Med-Kit to be OP, we add a debuff to each package. It is called “overdosis” and it is stackable. Each stack of it will decrease the healing of the next consumed package by a large ammount. That way you can’t reach incredible healing spikes by using all packages for the same team member. It would be most efficient, to give each member another package that depends on the conditions they have.
2
We add a new buff to the packages: elixir infused bandages. If an ally consume the package, they are pulsing healing in a small area around them. This buff doesn’t stack in time nor in itensity, it just get’s refreshed if you consume another package. Again: it would be most efficient to give the packages to different allies, making each of them a pulsing healing field which could create great regeneration. Name of the buff and if it will be a boon or not (for synergy with Med-Kit AA) is up for discussion.
Both suggestions try to make Med-Kit the great supportive group healing, I think Anet is wanting it to be. It rewards sharing the packages with many allies.
I hope to get some feedback for these ideas from all of you.
I heard quite a lot from people that Engineer is useless profession both in dungeon, fractal or even raid, which pretty saddening that considering Engineer is one of my favorite profession and it looks pretty cool but most of the skills are meh, so here are the suggestions that will helps Engineer to be useful again,
Pistol 3rd skill changed to : Hail of Bullets - Fires three consecutive cones of bullets. The second cone being the most damaging(only when using dual pistol), and move original 3rd skill of pistol to 2nd. 15 seconds cooldown. this skill is taken from Zane and Kernan in Forsaken Thicket
Flamethrower 5th Skill changed tol : Flak Shots Fire a fiery flak shot, Flak Shot deposits fire fields on the ground which give a stack of burning per pulse to foes standing in them and stack of might to allies per pulse, 10 pulses and come with 3 charges with 1 second cooldown in between(just like Mesmer’s mantra but without initial casting time) 60 Seconds cooldown. taken from Sabetha and Narellafeel free to add your own suggestion(if any) of rework for Engineer.
Anet seem to want engi pistol to be a hybrid weapon. With that in mind, you should add some conditions to the skill you suggested. And it would be nice to keep the poison (even if the pistol 2 skill is really unreliable).
And the flamethrower idea: you could add the might stacking to flamethrower 4 which already is a fire field. Why should we have 2 burning applying fire fields on the same kit? Better keep the blind on 5 which is instacast and add something to napalm.
The weapons that need the most improvement are shield and rifle right now. Shield could use some cd reduction, the traited protection should start after the skill finished it’s cast.
Rifle:. Maybe increase the damage of the AA, making the net shot a self aimed AoE, which shoots the net at a selected area and rooting EVERY enemy in it instead of just 1 and with that miserable travelling time.
I have no experience with action camera. But apart from that, functional gyro is not minor. It is game changing, at least in sPvP. Furthermore, it is a free ticket to legendary. But nvm. seems like I am alone with that oppinion.
I think we all agree that it can be a game changer in PvP. But that’s the thing, it is a game changer in PvP only.
WvW: I don’t think it has a huge impact in a zerg fight if you have that function gyro since it will die instantly in the aoe that is thrown around.
PvE: No enemies you could stomp it with and people are just barely in downstate. And even if, we already have Toss Elixir R to revive people in PvE if we really need it.
People in here are right, I speak from a PvE point of view. And I always was a bit dissappointed about the function gyro. Other elite spec mechanic are changing the playstyle of the profession in ALL game modes.
Reaper got a melee shroud for huge melee dps, berzerker got spammable burst skills for great dps increase, ranger change their stance to a healing avatar, elementalist has to spend some time in an attunement to get a supportive long channel. Daredevil can spam dodges all day long, so they don’t have to hide all the time anymore.
That are playstyle changing mechanics.
And you have to admit… in PvE, function gyro isn’t changing the way you are playing at all. Hammer had an impact on playstyle, like other elite spec weapons too. But the elite spec mechanic is barely noticable in PvE. And it has absolutely no sense if you are playing solo in PvE.
I know the focus is generally considered a magical weapon but since magic and tech go hand in hand w/GW2; I really wish the Engineer would be able to use a focus as a device. One way that would make it awesome on an engineer is if when you had a focus off-hand, kits skills would only replace it, not your primary hand weapon (pistol).
Maybe as a weapon for the next elite spec (even if I would prefer a non magical weapon like axe/sword/mace).
But the mechanic you mentioned… I don’t think that will come and it shouldn’t. It would hurt build diversity badly. Because if you are running focus offhand, this would mean you would lose 3 skills of every kit (mainhand pistol instead here). And I don’t see any benefit in this mechanic. The kit swapping is instant, so there is no reason I would want to have my 3 pistol mainhand skills with my 2 kit “offhand skills”.
I think even with action camera, you can stomp a foe as long as you are in the right radius by pressing your action keybind (‘F’ by default). I don’t think you even need to have the foe in your FoV, let alone having to target him.
Wrong. You have to target the enemy you want to stomp with function gyro. And guess what? Auto target doesn’t work here. So even if you have auto targeting next enemy on, you can’t stomp him then. You have to target the enemy manually. Tried it many times.
To topic: I were always sad that scrapper got the most niche and unimpressive elite spec mechanic. Irenio tried to calm the crowd by saying there is the possibility to add features to it, since the community was mostly not happy with it. But I doubt they will ever do something about it.
So just accept that we got the lamest elite spec mechanic of all and hope we get something better next round….
These are the other threads the OP has started:
https://forum-en.gw2archive.eu/forum/game/pvp/Why-is-it-ok-for-eles-to-be-unkillable
https://forum-en.gw2archive.eu/forum/game/gw2/Why-is-it-ok-for-guardians-to-be-so-OP
https://forum-en.gw2archive.eu/forum/professions/revenant/Why-is-it-ok-for-Revs-to-be-so-OP
https://forum-en.gw2archive.eu/forum/game/gw2/Why-is-it-ok-for-Mesmers-to-be-so-OP
OP seems to be really bad at finding titles for his threads.
Prior to hot thief effectively had a third dodge and the endurance on steal is not a mechanic by mechanic people mean the F skills every other class had a replacement or additional skill thief got neither.
Even if so, daredevil still got ANOTHER additional dodge. You can’t argue against that, daredevil is able to dodge more often than thief because he got an additional dodge as elite spec mechanic. And a class mechanic doesn’t have to be about f-skills btw.
Thief has the initiative system, which let’s them spam weapon skills and pay them with initiative. No f-skill, but it actually is a class mechanic.
Thief never got a new class mechanic. That’s is all.
Daredevil has a third dodge and gets 50 endurance when stealing. You may not like the elite spec class mechanic, but that doesn’t mean there isn’t any.
About function gyro: I don’t know why some people call it passive. What is passive about it? It has to be activated by the scrapper, so it isn’t passive. And I think it is balanced as it is. Its duration is really low, it can get cced, destroyed and all that stuff. Armor and health are pretty low so it shouldn’t be that hard to destroy it with aoe. And there are several classes that can prevent getting stomped in downstate. Like thief, mesmer, elementalist: these all are able to change their position. Since the gyro needs a long time to stomp, has to travel and try to stomp again and the short duration, it won’t be able to finish you.
Engineer:
- Function Gyro has been deleted from the game (the player himself should commit to a stomp or rez if he wants one unless the class gives up something big for it)
LMAO, you want scrappers, who already have the most situational elite spec mechanic of all, to have NO elite mechanic at all? Are you serious? Not going to happen, I can tell you that. If you want to get rid of the function gyro, you have to replace it for another elite spec mechanic. Everything else would just be unfair.
Gyros in general are its mechanic. It’s automatic and doesn’t take up a utility slot while being on a 20 second cooldown on top of being passive whereas Impact Strike is 40 seconds, active, can be blinded, interrupted, etc. so they aren’t in line. For something that can rez or stomp passively on a 20 second cooldown on top of an Elixir S passive proc something needs to be balanced somewhere.
Classes like Mesmers and Engis have access to way more abilities and the ability to reset profession skills (especially with 5) is simply overpowered.
Gyros are not a class mechanic, they are an utility skill type. Each elite spec got a new weapon, a new set of utility skills AND a new class mechanic. If you say the gyros are its new mechanic, then we have to remove all new class mechanics since all classes got a new set of utility skills just like the scrapper which count as their “new mechanic”.
You just have bias against the engineer class, I get that people think scrapper needs some nerfs. But please be fair enough to give engineers the same treatment like all the other classes: which means give it a new class mechanic just like all the other elite specs.
Engineer:
- Function Gyro has been deleted from the game (the player himself should commit to a stomp or rez if he wants one unless the class gives up something big for it)
LMAO, you want scrappers, who already have the most situational elite spec mechanic of all, to have NO elite mechanic at all? Are you serious? Not going to happen, I can tell you that. If you want to get rid of the function gyro, you have to replace it for another elite spec mechanic. Everything else would just be unfair.
With +53% outgoing healing…
- Heal yourself for 900.
- Heal an ally for 1377.
- Heal yourself for 900 and 5 allies for 275 each. Total healing = 2275.
Medical Dispersion field is broken in regards to passive regens. It quite obviously spreads healing from Rapid Regeneration every second, but doesn’t do the same with Regeneration, Backpack Regenerator, or Super Elixir. If it was working with Regeneration, then maintaining it on yourself with Medkit 2 could mean another 100+ health per second on nearby allies.
Well, that would mean that Medical Dispersion Field is necessary to make Med Kit work as a group healing skill (which it is supposed to be). Anet stated in the past that they dont want that traits are necessary to make specific skills useful. I And even if you use it, this would mean you heal yourself by a big spike and all your allies just get “20% leftovers”.
I still feel they should try to change Med Kits mechanic to something that makes it a great supportive healing for the whole team….
Erm, if a skill is reflectable or not isn’t about if it deals damage. ô.o
The skills elixir shell and super elixir from engineer never dealt damage (even when the acidic elixirs trait was there) and are reflectable too.
I could imagine that the packages thrown with Med Kit are reflectable too, since they are “physical projectiles” but have to test it. And the water orb from tempest warhorn is reflectable too, I guess.
I understand the logic in here. We are throwing a flask, seen like that it is a physical projectile and should be reflectable.
(edited by Kodama.6453)
You understood me correctly.
edit: my suggestion is not a completely worked out concept, i just want it to also be a good selfheal if anet decides to rework it. But i doubt they will ever do a big overhaul like your suggestion due to it being a bit to much coding work. I think the best we can expect is some changes to the numbers and throwing mechanic like suggestion B from the OP.
Unfortunately I have to admit that it is unlikely Med Kit is getting a huge rework again. The problem is: Med Kit is not balancable with just small number changes, at least in my opinion.
Med Kit was supposed to be a supportive team healing kit. But it doesn’t work out. The healing from the packages is too small if you spread them over the whole team. Why are they so small? Because they couldn’t make the numbers bigger without making them overpowered when the engineer uses them for himself alone.
Anet tried to fix this problem with the new Med Kit trait, giving more healing when you give it to allies instead of yourself. But I think it wasn’t enough, that’s why I thought about this mechanic.
I’m still hoping anet wants to give us the feeling of a battlefield doctor finally. ^^
“What happened to him? – He got burned by a fireball – Give this man a bandage… what about him? – Crippled by caltrops – A syringe of painkillers then…”
It isn’t supposed to be a strong self heal.
Thats quite a statement. Did anet say they wanted it to be that way?
Healing turret is pretty good at both, why shouldn’t med kit be like that?
Maybe I misunderstood you here, but you said we move the heal from the skills 2-5 to self heal. That means just skill 2 heals (per regeneration) and skills 3-5 wouldn’t heal at all. Basically that would mean to sacrifice almost all team healing (except little regeneration and AA) for the self healing.
Or did you mean keeping the ally heal on the skills and just increase the self heal with the same amount?
I totally forgot #2 was a condi cleans. So increasing the #2 cooldown would nerf the med kit. Instead i would suggest moving all the healing from #2-#5 to bandage self (4920 +4*505=6940) and keep the regen on #2 (910). That way its competitive with healing turret as a self heal.
It isn’t supposed to be a strong self heal. Look at the trait and the whole design, it is meant as a supportive team healing. The problem is it isn’t good at it.
I would like to present my own idea for a rework:
We increase the healing on the skills 2-5 and give additional healing if one of the conditions the skill is meant for is cleansed. That way you can throw your packs at the team member that has the fitting condition, giving a huge heal the same time.
That way a Med Kit engineer would get rewarded if he manages to use the correct skill for each team member.
That leaves us with a problem: with greatly increased healing on the skills, the burst heal for one target if you use all packages for him would be broken. That’s why we introduce a new debuff to the skills 2-5. It is called overdose. If a team member picks up a healing package, he gets the debuff overdose for x seconds. This debuff is stackable and each stacks reduces the healing of the next consumed package by x % (should have a huge impact). If you have to desperately cleanse conditions from an ally, you can still do so but the heal wouldn’t increase much after the first package. But you get rewarded if you manage your skills well (since you are healing even more when cleansing right conditions on as many targets as possible).
Why should seeds of life be useless in a movement heavy game? I don’t get that logic. It actually is a skill shot, you can predict where your ally will be when the blossom pops and just lay it that place. That’s nothing new.
Saying that an area of effect skill with delay is useless would mean the complete engineer bomb kit is useless since it has a delay too. That’s just not true. It is bad the condi cleanse got nerfed (especially since anet stated that they designed druid to make ranger less vulnerable to conditions), but connecting it is a ltp issue.
Very unlikely to happen. Mostly because weapon pool of professions are so much different.
Warrior has 10 different weapons available (profession with the most weapons), engineer just has 4. This would mean MUCH more traits are choosable for warriors than for engineers. And this means more versatile, so in strong advantage.
I know you already mentioned that engineer and elementalist would need some fixing in that regards… but still, they are not the only ones. Revenant has 6 weapons.
Since there is such a huge gap in number of weapons, I don’t want a system like this in game.
Here is where you baddies can’t wrap your head around:
MOA is a CORE MESMER Skill
The nerf that happened also affects CORE MESMER
So what happens to Core mesmer?
Those reasons I gave you are all part of it:
180 sec CD
LOS
Blind
Dodge
Block
A skill has to be balanced with all possible combinations in mind. Since CS is available for mesmers now, we need to balance them with that in mind. There were 2 possible ways to do it: nerf CS or nerf Moa. Anet decided they want CS to affect elite skills still (and I can understand it, all other elite skills are fine with CS, just Moa was too much), so they nerfed Moa.
And this skill isn’t as garbage as everyone wants to tell you now. It still locks an enemy out of his COMPLETE BUILD. No healing, no condi cleanse, no weapon skills. 6 seconds not having your own build available is still good.
About this “LoS, block, dodge, blind” stuff: so as long as it can be blocked, dodged and blinded it is totally fine to have a skill that can one shot you, oh and it is fine in combination with a profession that is able to cast this in stealth?
Maybe I miss the point here, but I’m really confused. You say you want to get rid of bunker tempest, but everything you are suggesting is improving the survivability of tempests?
Like, you want to reduce the cd of Rebound, a skill that saves you from death, to 60s and give the option to reduce it even further to 40s? And the trait that changes the overloads is, well, overloading them with active defense. Blind, block, evade and immunity to direct damage, these are all defensive mechanics. It seems to me like this would make bunker tempest even harder to kill, so why should this remove bunker tempest?
SO~ Only Raid need to Heal. Heal because of Raid ~
Heal make crazy team balance.
Solo Get out or Good luck.Raid Kill PvP.
2% ppls content kill 98%ppls content.
Raid kill GW2.
Well done!Team have ele vs Team not ele.
A.net~ May I have a ele in every matchs!?
No. You need to become a ele.
I was speaking about PvE in general, not raid. If you run things like the new HoT maps solo, don’t you think you kinda need your healing skill? And even if you don’t yourself, there are enough players who actually do.
And you think PvP is 98% ppls content? I remember Anet stating that their players “love PvE”. It sounded to me like most players play PvE instead of PvP or WvW. And I would assume that Anet knows the exact numbers kinda better than everyone of us.
Anet had a vision for this game: everyone should be able to play every role he wants to with the profession he wants to. This includes being a tank, being a healer, being a damage dealer (direct or condi damage). I think this is a good thing, which will get improved with upcoming elite specs.
As for the last, part, I don’t see how any other profession’s Stealth benefits would be negated. Only if a Thief gives up “Shadow’s Rejuvenation” for “Shadowsight” will it be able to see the Stealthed opponents. But it would also be able to see other Thieves also. Just consider it the Thief’s personal counter to Stealth. Besides, if other professions can completely lock a Thief out of Stealth (something it relies on for defense and offense), why should a Thief not be able to have its own method of dealing with the Stealth of others? Besides, what benefits of Stealth do others gain other than being invisible… especially that other professions cannot already negate with Revealed already?
With your suggested system, I would be able to do the following:
Taking the trait to see enemies in stealth
Taking the trait that gives immunity to forced revealed
Taking the trait that prevents getting revealed for hitting enemies in stealth
Still saying it doesn’t negate the benefits of stealth for other classes completely? I can see them, even attack them while still staying completely in stealth. As long as my enemy is in stealth, he doesn’t have any chance. I see him, he doesn’t see me. If I hit him, I stay stealthed. If he hits me, he gets revealed for everyone (I myself don’t need it because I still see him in stealth)
This combination is too strong. Giving stealth to any class except thief would be worthless, since thieves would completely negate it. It’s not like the one time dodgable reveal from revenant and scrappers, I can see my enemy in stealth the whole time without the need of hitting him with any skill. And that you argue with “other classes have a way to deal with stealth, why shouldn’t thief” is the biggest joke, since you are inventing a trait which negates these stealth counters from other classes too! xD (immunity to forced reveal)
(edited by Kodama.6453)
What will happen if we double the cooldowns of all healing skills?
What will happen if we reduce the base healing of all healing skills?
What will happen if we remove the all healing skills?
Since Anet doesn’t want to split skills for pve and pvp: what will happen is that anet has to change EVERYTHING in pve….
From dungeons, to fractals, to open world content, to raids… everything!
These healing skills are essentially for pve content, we need the ability to get back our health reliably there. No chance they are going to change this.
And I like it the way it is. Like you said, there are many games out there that don’t let you heal back like gw2. Play these then, the ability to heal back on your own will stay in gw2.
yes anger/annoyed/frustrated i have admit that. and i will not deny that
personnal insults however? nope. the OP of the post i quoted was not insulted by any means, and he even replied normal. you are looking a bit too far.and the cancer of mmo i mean that 100%
Why don’t you just admit you fell for it? He got you, that isn’t the end of the world.
It’s obvious since you argued about all the qq he did and you tried to prove that these are not valid. If you had noticed that he is just making fun of the qq by exaggerating, you wouldn’t argue like that to prove something. You wouldn’t mind it that much.
About topic: I think what happened to moa is ok. Like some people already stated, it wasn’t telegraphed well for a such powerful skill. It was able to lock another player out of his complete build for 20 seconds. I know, many people argue that “a good mesmer wouldn’t do that” and that this wasn’t happening very often. But it was still able to do so in fact.
It’s still able to moa another player for 12 seconds. I think it is enough. And if no good mesmer would do this stuff anyway, why all this anger about it getting nerfed?
Thats backward logic. You can make that argument for any class that can put out high dps and a lot of those builds have cc to keep you in place. With stability being nerfed for reapers and this change how do we stay on any target for long?
Reapers have cc to keep the enemy in place too
Chilled To The Bone
Executioners Scythe
Terrify
Grasping Darkness
All core cc’s (like Reaper’s Mark)
Also that is exactly what the chill of reapers is for: keeping the enemy in place to unload the damage. When chill applies torment with the new trait, you don’t just make it harder for the enemy to get away from you (like it is supposed to be with chill) but are punishing the enemy for running away too. Anet didn’t want it that way, they want you to run away from reapers. But reapers will try to “catch” you with their cc and chill.
That’s why torment whould [sic] be the perfect condition, because someone moving with chill + torment deserves to die.
The big problem with DC now is that we are forced to play curse for a better trait’s synergie (bleed duration etc) before patch we could play curse for more condi pressure or spite more physical damage pressure.
The damage in reapers shroud is really strong. The only left counterplay against it (like many people told you in this forum) is kiting the reaper when he is in reapers shroud. Now you want reaper to throw a condition, that has doubled damage if you are moving, like candy?
Kiting and running away from reaper is meant as the counter for reapers. Anet want you to stay away from them. You can’t punish running away from reapers because of that.
[…]
Maybe it would be great to have a trait that doesn’t really grant an aura, rather a debuff that then affects allies’ damage. I imagine something like “every 10s you mark a target for 10s and everyone deals 5% more power / condi damage to that target”. Let’s call it weak-point-nano-bots or what ever xD
[…]
Interesting idea, but I guess people would complain like they did about most elixirs in the past: it is random. People don’t like random effects since they aren’t really reliable.
(I personally liked it though)
I hope we will get an elite spec focusing on alchemy, especially acids, since our acid related traits got deleted (acid coat, acidic elixirs…)
Maybe that could be a opportunity for an unique group buff too! Give us new acid coats for the whole group, maybe something like an improved unrippable permanent retaliation. Or allies are pulsing damage around them (5 seconds duration, 10 seconds cd?)
[…]
Make it apply poison too and/or vulnerability?
There is a trait that grants vulnerability on chill -> bitter chill
And anet stated that they don’t want it to apply poison since it is intended to be damaging only, they don’t want it to reduce enemy’s healing with it too. I guess that is the reason why they went for bleed instead of torment too. Torment would be some kind of soft cc too, since it would force the enemy to move as less as possible to not take extra damage.
Since reaper has many ways to apply chill, I don’t think it is a big problem it is granting bleed on chilling foes. And since the necromancers main source of condi damage is bleeding, maxing it’s duration is maxing deathly chills damage too, which is nice. And there are some people who seem to make it work. Maybe wait a bit before judging it.
False information.
If a projectile becomes unblockable, it becomes unreflectable too.
My guess would be that unblockable projectiles will still go through sublime conversion. But it needs to get tested.It’s just that Sublime Conversion neither blocks nor reflects. Still not really sure, so if anyone can test it out it would be nice.
Tested it with a friend. If an enemy uses an unblockable projectile, it will go through sublime conversion and still deal its damage. So sublime conversion behaves like every other projectile block/reflec in that area.
Personally I like the way it is right now. And I think they should keep doing it that way in the future. It is a little extra reward for rangers for doing specific things like the dragon stand map. I even wish they would introduce something like that for other classes. Like you can just train the new elite specs after doing specific quests as a kind of training for your character.
And it makes sense for me. New areas = new pets.
Please keep it that way anet.
Uhmm isn’t that what gyros are for? Like Bulwark allies take 50% reduced damage
Not really.
About Bulwark Gyro:
1. it isn’t permanent (14 seconds duration, 20 seconds cd)
2. it isn’t unique, mesmers have a skill with the exact same function (iDefender)
Almost every class has at least one unique aura, which they provide for the group.
You want extra power? →warrior
Ferocity and boon duration? → revenant
Toughness? → guardian
Precision? → ranger
Life leech? → necromancer
Healing? → elementalist
CD reduction? → mesmer
The only professions without a unique sharing aura are thief and engineer if I remember correctly.
This is really a lot of text for basically just saying “I main thief and want to be invincible with it”.
Seriously, there are so many overpowered suggestions in there, I just don’t know where to start. If these suggestions would become real, wvw would look empty. But not because there are no players, but because everyone HAVE to play thief and we would have zerg fights fully in stealth. xD
I understand that you think some ideas “fit the theme” of the thief. But seriously, you want immunity to traps, you want perma dodges in group fights (with all the aoe you can easily manage to dodge 5 attacks every time, with no cd -> free dodge) on a profession that has a elite spec trait which deals damage while dodging. You want to negate the benefits of stealth for any class beside thieves.
I see you put a lot of effort in this. But sorry, you have no idea about balancing.
Meanwhile, an engineer can land 1 skill on a 15 sec cooldown and drop enough burn to wipe 15k hp in less than 10 seconds. […]
Blowtorch got buffed and has 12 seconds cd now. :P
About topic: reaper already benefits from dhuumfire (at least more than death shroud since rs has a faster AA) and the burn on chill doesn’t really fit the theme… at least in my opinion. Torment would fit the theme perfectly but the devs chose bleeds to make it damaging only. So if we stay with bleed, maybe they could increase the duration?
The old trait system was much more flexible and fun to mess around with, excluding the Stats that were tied to certain traitlines. But it is gone never to return, believe me. Anet will NEVER change it, cause this makes it easier to understand (the game is too casual IMO), but much more boring and straight up no-brainer (2 major traits always outshine the other one).
I would like it to return without the stats tied to it, but Anet surely won’t reintroduce it out of their stubbornness. Their mistake.
Making the system easier for new players to understand might be a factor, but there are more reasons for that decision. It was requires to make elite specs work. How do you want to work with the elite specs without the need to fully invest? So I could put just one point in this trait line to get access to the new weapon? And it’s important for balancing… anet has to keep in mind that future elite specs have to be balanced. It is WAY harder to balance all possible combinations of your desired old system than balancing with just 3 fully traited lines.
Does it reduce build diversity? Sure, it does. But it is for the sake of the game. Most people are already complaining that some things are op with the actual system. Imagine the balancing problem, if we let people invest in trait lines as they wish.
Currently, the trait Trapper’s Expertise only affects offensive traps for some reason.
Except it doesn’t.
I guess the reduced cooldown and the increased regeneration duration given by that trait just doesn’t count for some people these days.
QoL change :
- no more knock back when we use shadow step or tp skill out of dh trap or hammer 5 ring
- No damage taken when teleport skill are used throug any AoE/trap/etc… it’s a tp not a quick walk.
Sorry, but these aren’t actually teleports, they are shadow steps. These are meant as “quick walks”, your character is actually moving through the border but with incredible speed. Just like these ninjas in anime, they appear instantly, but they are still moving.
So basically you want to have 10 stacks of bleeding just for applying chill on your enemy. That means not just the old burstiness of deathly chill, that means the doubled damage of it.
Sorry, but I think this is really too strong, especially since reaper has so many ways to apply chill.
Sure, it’s not like the superspeed applied by scrappers (which is a main theme of them) should be worth anything in any given situation, am I right?
Seriously, there should be some benefits left for applying superspeed.
False information.
If a projectile becomes unblockable, it becomes unreflectable too.
My guess would be that unblockable projectiles will still go through sublime conversion. But it needs to get tested.
All gyros had something in common: if the gyro itself is insta cast, then the self-destruct skill has a cast time. If the gyro has a cast time, the self-destruct skill doesn’t.
I know this isn’t really important, but I’m one of those players who actually use the super speed granted by gyros to improve the movement speed of zergs. Since last patch, sneak gyro has a cast time and the self-destruct skill has too. This doubled cast time bothers me. So please follow the self made rule and remove the cast time, so it is in line with the other gyros again.
Since our rifle is already piercing with it’s AA baseline, I would rather see the bleeds from pistol 1 made aoe. If I remember correctly the bleeding was aoe once, but because of the piercing trait they had to change it. This trait doesn’t exist anymore, so there is no reason that the bleeding isn’t spread to all targets hit by the explosion…. sry I meant “fragmentation”
Lightning field AND superspeed don’t proc when a gyro is destroyed.
And I wonder why blast gyro has such a lower damage after the patch, the tooltip still indicates the old damage figure.
It does less damage since the blast gyro isnt using his blast attack anymore. It uses the destruct blast-gyro skill instead. Noticed it because the enemy gets dazed instead of launched.