Showing Posts For Kodama.6453:

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Kodama.6453

Kodama.6453

Kinda funny how everyone wants to get kits for their own profession. ^^
I really hope this isn’t happening. Kits should be a unique mechanic for engineers, even with future elite specs. Engineer is balanced around them and got really hard conditions for this.

But now I want to suggest an elite spec I had in my mind for engineers.
__________________________________________________________________

Name: The Corroder
Weapon: MH Axe
Skill Type: Chemicals
Class Mechanic: Gas Valves

Description:
Engineers used to experiment with acidic chemicals in the past, using them for offensive and defensive purposes. But many of them came to the conclusion, that these acid coats and acidic elixirs would be too harmful for their own users, to use them.

But a few of them didn’t stop to experiment. In these times, where all these magic floats around and the enemies are trying to harden their defensive, the engineers need a new way to get through these armors. And if they can’t break it, well, they have to melt it.

With the Elite Specalization Corroder engineers get access to the mainhand axe (a symbol that their gases and chemicals are there to peal the flesh of the enemies bones), the Gas Valves profession mechanic and new chemical skills. They are experts at boon management, which means they are able to strip boons from enemies to weaken them and even strip boons from themselves to release powerful effects by chemical reactions.

Class Mechanic: Gas Valves

The mechanic is a new resource system, you will build up Gas with each hit and getting bonus Gas for critical hits (just like druid build up celestial force with hits and heals). The resource can be used with the F6 (yes another button, sry but it is hard to get new mechanics without adding buttons) and it will work like an upkeep skill. So, you can activate it whenever you want, it will use the resource and you can cancel by pressing F6 again (the skill will go on cool down then).

What will happen? You are producing an small AoE field around yourself and moving with you, which will rip 1 boon each x seconds from affected foes. Also you will give them an unique debuff called Intoxicated, which will disable the foes boons from working (stability is an exception, it will still work). The boons are still there, just not working, so basically resistance for boons. It shouldn’t be a condition, so there wouldn’t be the questions what will happen if the target has resistance and the new debuff. Also it would prevent abuse with condition duration.

~skills and traits will follow later (feedback about the concept itself would be nice)~

(edited by Kodama.6453)

They said [may]

in Engineer

Posted by: Kodama.6453

Kodama.6453

break bulwark gyro too? Not like I use it for anything.

Scrappers really don’t have many other skills that help survivability. I mean hammer has a block and a reflect, but if you going to do anything to them then beat the living daylights out of druid staff and revenant hammer. Hay, all’s fair in balancing professions like these.

They are probably going to reduce the effectiveness of come traits, like Rapid Regeneration. At the moment with swiftness its a constant 102 base heal per sec, and with superspeed its 500 per sec, I assume they will nerf the superspeed to like 200-300 per sec. Because at the moment the Engi with the right traits can heal for upwards of about 650 health per second not including regen and on top of that the effectiveness of HT makes the Engi very survivable.

I hope they don’t touch the Adaptive Armor trait because its in a good spot.

If they are going to nerf Rapid Regeneration, I hope they will buff Final Salvo. This grandmaster trait already is really lackluster and when superspeed would be even less usefull, they should compensate for that by giving Final Salvo an additional effect.

Nerf Incoming !!!

in Engineer

Posted by: Kodama.6453

Kodama.6453

I prefer on VG one time burst heal on need(HT). If will be in future raid boss with constant tick dmg over time-medy gyro will have place in my healing slot

Yea HT is either instant 6360+1040 over time (=7400) every 20s or 5040+1040 over time (=6080) every 15s.

Medy is 5330 + up to 2820 over time (=8150) every 20s. If you are condi scrapper you don’t need any power traits, so you can go for the Rapid Regeneration and Final Salvo.

The HT’s strength is it’s condi cleanse and AoE burst heal not personal burst heal. Medy is great for personal burst heal and super speed for green fields and more heal (wich also affects other Scrappers in your team). It also has a slightly better CC against red add hurr durr

greez
- Ziggy

As the David said , medic gyro doesn’t give the same amount of healing in same time. Medic gyro actually has 35 sec. cd for that much healing . And if you compare this against healing turret ,you ll see that medic gyro is really weak .

Healing Turret is best choice (and probably will ever be the best choice) under the circumstances we have chosen. Medic Gyro has its benefits too.

If you take healing power into account Medic Gyro will heal more.

Let’s say you have 1000 healing power and the traits Rapid Regeneration + Final Salvo.
These are the numbers:
Medic Gyro: 14590 with 34 seconds CD so 429/s
Healing Turret: 6040 with 15 seconds CD so 403/s
Medic Gyro heals more in that case.

Also Medic Gyro has no cast time, which means you can use it while you are using your damage combo or if you are cc’ed.

I don’t want to say that Medic Gyro is better than Healing Turret. It depends on the situation.

My build missing something?

in Engineer

Posted by: Kodama.6453

Kodama.6453

Lightfield+whirl=condi clear.

This clean only condis on people hit by the bolts not on the person who whirl or am I wrong?

It cleans conditions in a small aoe centered on the enemy which got hit by the bolt. So as long as you stand close to an enemy while whirling in a light field, you will get condi clean.

Winter 2016 Update

in Engineer

Posted by: Kodama.6453

Kodama.6453

i think they will just rework some traits in core. probably tone down protection on heal or something like that. Nothing major nothing that will change our dominance. Remember that With scrapper slight nerfs most classes (aside from Thief/Warr) will get nerfs/reworks

I really hope so. They should not forget that scrapper was meant as a TANK elite spec. I was going to try to tank as a scrapper for vale guardian and I really hope I will still be able to do so. Don’t cut our defense down too much, Anet.

[Creative] New Elite Spec: Pathfinder

in Ranger

Posted by: Kodama.6453

Kodama.6453

Read it another time and noticed some detail again: You don’t have a trait, which will grant an effect to your new skill type (tricks). ^^

All elite specs have a trait, which will grant an additional effect to the new skill type, except Revenant if I remember correctly (because they have no choice in their utility skill, they have to use them).

I would suggest something like this: Reduce recharge of tricks by 20%. After using a trick, all effects of the next picked up trace are doubled.

About elite: I like the idea of it, it would feel just awesome to have a skill that works like that. But the rest of your concept doesn’t allow it. You have a utility skill, which will give 5 trace for the next 5 attacks of your pet (which are unblockable too!). Some pets aren’t reliable to hit, that’s right, but there are some ranged pets. Look at devourer for example. It is ranged and has 2 projectiles with 1 AA, build up traces with this would be easy. Also you have a dagger attack, which will give your pet another 3 insta-traces. So just 2 skills would give you 8 traces for a target in a short time, that alone are 16 stacks bleed with your gm trait and with the other trait (poison when you cause bleeding) you would get 8 stacks poison from it too.

[Creative] New Elite Spec: Pathfinder

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Posted by: Kodama.6453

Kodama.6453

I love the concept, especially the traces. Gives rangers the feeling to be a true hunter.
But I still have some thoughts about it.

Throw Dirt: Complete boon remove with 10 seconds CD is much too strong.
Tracker’s Focus: I think this would be OP because of the traces don’t expire effect. You would have 30 seconds to produce as many traces as you can get, then collecting them all at once which would be a absurde condition burst with your grandmaster trait that collected traces will cause bleed.
Hold Breathe: 50% damage boost is too much and ranger already has enough damage boosters. I would replace it for something else. The pet doing 5 stacks of marked with the next 5 attacks is too strong with the elite.

Your traits are too much bound to the class mechanic I guess. 7 of 9 traits use the mechanic (traces or marked). And we should stick with the concept “each line of traits has a role”, so one line for condition damage, one line for sustain and one for direct damage as an example.

Shredder Gyro? THUMPER GYRO!

in Engineer

Posted by: Kodama.6453

Kodama.6453

I personally really like the suggestion. However from the other side idd like to see a generap buff to whirp finishers. I think they should rather make whirl finishers more usefup in general. After that add some shredder positioning.

Thanks for the laugh with the picture

I think another way. Whirl finishers would be fine, if all skills using whirl finishers would have many of them at ones. Look at reaper soul spiral as an example. There are 12 whirl finishers in 3 seconds, so 4 each second. That are twice the whirl finishers per second of a shredder gyro and there is the problem for me. Shredder Gyro should have a much larger frequence in producing whirl finishers. Like 5 or 6 each second. That way the skill would get much more benefit. Just make it a smaller version of old tom!

About the suggestion: Even if I personally would keep up the design of Shredder Gyro, the suggestion is great! It would make the gyro much more useful. And the trait soothing detonations would benefit from this change, too.

At the end: we all agree something has to happen about Shredder Gyro. ^^

Next Round of Gen 2 Legendary Weapons?

in Guild Wars 2: Heart of Thorns

Posted by: Kodama.6453

Kodama.6453

I hope they will come with the next balance patch.

New legendary rifle would be nice with a skritt theme like a gatling gun made out of scrap.

Glyph of Rejuvenation not healing pet?

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Posted by: Kodama.6453

Kodama.6453

… if there aren’t pet would get both heals (initial and aoe).

They won’t. They’ll only get healed as a secondary target. Not as a Ranger.

And let’s be honest, if you use the glyphe, you are running druid and that means you got enough aoe heal to keep your pet alive because no matter which build you are using you will have CA.

If you are playing druid and healing your pet – you let one of the players die. Because pet being targeted means a player being not. The heals are capped by number of targets, too.

What I actually meant is if the skill would work like the guys in here want it to do, then pet would get double heal if there are not 5 allies around you. The initial heal (which everyone in here wants to make it work like all other ranger heals) and the aoe heal.

And like I already said: the glyphe says that you will heal 5 allies with it. So the pet is already in mind I guess, because you will heal the 4 members of your party and your pet (= 5 allies).

Skills are balanced around the standard group size of 5 members. And the skill has that in mind.

(edited by Kodama.6453)

Gs power necro second weapon in PVP ?

in Necromancer

Posted by: Kodama.6453

Kodama.6453

A friend of mine is doing really fine in PvP with axe and focus. He swears on it, nice ranged damage from axe, nice vuln. source for decimate defenses, isn’t affected by projectile hate unlike many other ranged weapons…..

So I think this is a really good choice!

Thief V2.0

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Posted by: Kodama.6453

Kodama.6453

Orpheal, I was really glad that your suggestion to do specializations got implemented in this game, but I really don’t know what you are thinking with something like this. Thief needs improvement, but this is really too much.

Just to mention the most OP thing I can see in here:

Saboteur – Manipulations – A Saboteur uses Initiative differently than all others. He can add to his Skills as long he has Initiative for it Manipulations as Side Effect.
Manipulations are Effects, which can cause either alot of combat hindering negative Conditions, or can take even control over things, like Minions, Turrets, Summons and Gyros to flip them over to your side, letting them attack their former masters/creators instead. making this way Saboteurs the absolute Bunker Killers that counterplay these builds out by turning the enemies’s damage sources against themself.

Basically this means just by slotting in 1 specialization, you are able to disable an enemies heal skill, all utility skills and the elite skill. But that’s not all (that alone would be pretty OP), but the thief would get this skills for himself? Just imagine a saboteur in PvP which comes along a minion master necro (a minion type which doesn’t have a duration). So, the saboteur could run with permanent full minions army AND has its own heal skill, utilities and elite. Something like this should never happen. Even if the minion steal would have a duration, stealing the enemies full utility bar is a no go.

Glyph of Rejuvenation not healing pet?

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Posted by: Kodama.6453

Kodama.6453

Don’t know about that, maybe it is intended? Sure, pet won’t get healed if there are 5 (I think it actually heals 5 allies plus yourself) allies around you, but if there aren’t pet would get both heals (initial and aoe). And let’s be honest, if you use the glyphe, you are running druid and that means you got enough aoe heal to keep your pet alive because no matter which build you are using you will have CA.

Would you quit if Thief don't get rifle next?

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Posted by: Kodama.6453

Kodama.6453

There’s some of that too, obviously, but there are almost no mobs in the game that are more dangerous at standoff range than they are in melee (can’t think of any), and plenty of mobs that are downright deadly in melee range, so being at 1200 range is definitely the place to be at least some of the time, and Thieves don’t have that option. They should have that option.

To be fair: I can’t remember any PvE enemy 900 range wouldn’t be enough to stay away from the “teeth”. Are you able to tell me an example? I run at 900 range most of the time by myself and never felt it would be necessary to stay away even further …

Would you quit if Thief don't get rifle next?

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Posted by: Kodama.6453

Kodama.6453

There’s absolutely no point to letting Thieves shoot from 1200 range if they can’t deal meaningful damage at that range. I’m not saying that they need to do the absolute most DPS at that distance, but they should at least be comparable to other classes, in the top 75% DPS of weapons at 900-1200 range.

As an example look at druid staff. It has 1200 range and is all about healing, the damage is really low. Same could be for a thief, maybe not healing but another form of support.

I don’t think something like that would be bad. Not all playstyles should be about raw dps, I would like to see other roles given to the thief.

Would you quit if Thief don't get rifle next?

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Posted by: Kodama.6453

Kodama.6453

Bad idea or not, it’s necessary, not optional.

Whenever people dream up a new class, sure, vaguely consider how it might be used in PvP scenarios, but also consider “how will this class be essential to have around in a ‘zerg on world boss’ scenario?” The one area Thieves are sorely lacking at this point is in being able to drop damage on enemies that will punish you severely for getting too close. It’s either give us 1200 range, or make us totally immune to those attacks like Range pets.

Giving thief 1200 range is necessary, there you got a point. But is it necessary for this weapon to be a dps monster? No, it isn’t. There is no rule that says every profession must be able to do horrible dps on 1200 range or further. Thief just has too much mobility for this.

If thief had something like that, they would actually be able to do something at 1200 range. That’s enough.

Play like an Engineer as a Thief? ES - Spy

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Posted by: Kodama.6453

Kodama.6453

I think it is really unlikely for any profession to get kits as a elite spec. First: too many new skills to create. Second: Balancing would be HORRIBLE. It already is hard for anet to balance the elite specs right, with so many new skills and so much flexibility, I don’t think they would dare something like that….

And I think a “jack of all trades spec” is unlikely too. Anet wants elite specs to focus on a specific playstyle, not “I specialize in doing anything at the same time”.

But I still respect the work you put in there.

Would you quit if Thief don't get rifle next?

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Posted by: Kodama.6453

Kodama.6453

Again, I highly suggest people look into my suggestion. A burst/DPS rifle-based sniper spec doesn’t work by design and would create anti-fun gameplay situations.

Your post does not give a good explanation of the point of the spec. If you intend it to be some sort of supporty/CC spec then we have no need for that, we have Short Bow and Pistol already. What we need is a 1200+ range DPS spec so that we can engage in content that is too risky to melee.

Many people already pointed out that it would be a bad idea to give a profession, which has that amount of movement, a dps range weapon.

And pistol or shortbow doesn’t give support at all except the blast finisher of shortbow. I think a ranged support weapon for thief could be fun, but I would prefer it to be a longbow instead of a rifle.

[Suggestions nerf] [Pet range]

in Ranger

Posted by: Kodama.6453

Kodama.6453

This would mean that another ranged class could bounce in and out of the 1500 range and cause the pets AI to repeatedly bug out. Especially if your trying to hit something with say the longbow.

Irrelevant, because the only other profession except ranger with 1500 range is engineer by using mortar. And if you get hit by a mortar at 1500 range, well, you should work on your movement really hard.

I think the suggestion would be fine. Just because ranger is meant to have 2 skill sources the whole time doesn’t mean he should be able to interrupt channels on a range no one other can do. And the impact on ranger shouldn’t be that hard.

Shroud Bug

in Necromancer

Posted by: Kodama.6453

Kodama.6453

Not sure if I understand you right. So, if you go in reapers shroud you get ooc and you won’t get benefit from effects which will only be granted in combat?

If so, terrible bug and should be fixed immediatly.

Your top 3 specs that should be nerfed?

in PvP

Posted by: Kodama.6453

Kodama.6453

Oh I’m sorry.
I didn’t realize that offensive traits weren’t allowed on a trait line with Mass Momentum, Perfectly Weighted, and Expert Examination.

Mass Momentum: Gain power based on your toughness. Also Might if ou have stability.
So we get rewarded for defensive stats (using toughness gear) → gain offense by being defensive

Expert Examination: If you stun a foe, you inflict weakness and vulnerability. Weakness is a semi-defensive mechanic, because the damage of the enemy will be reduced in the next time.

Perfectly Weighted: Damage for hammer (like close to all other weapons) and stability if you evade an attack → defense against cc

All this traits are kind of defensive. Some turn defense like stun and toughness in offense (might and vulnerability). It fits the theme. Same for Electro Whirl, reflec is defensive and turns this defense in offense.

It has 6s cd and is strong, I admit it, but the reflec lasts for one second and so it has to be timed right. I really enjoy the reflec and would hate to lose it. I would rather like to reduce the damage of Electro Whirl a bit than to get rid of its reflec.

Your top 3 specs that should be nerfed?

in PvP

Posted by: Kodama.6453

Kodama.6453

Remove reflect from electro whirl. (If it’s going to hit for 3400 & be a finisher ON A 6 SECOND COOLDOWN, it doesn’t need reflect)

Delete recovery matrix, switch out with something offensive. Hell if I know what.

Electro Whirl has a SINGLE WHIRL FINISHER, which is the weakest finisher you can have of all. That it has reflec is totally fine, it fits perfectly because the scrapper is a full defensive trait line.

And so we come to Recovery Matrix. Replace it with something offensive on a defensive trait line… seriously, what do people expect? A defensive trait line shouldn’t be defensive nowadays?

Your top 3 specs that should be nerfed?

in PvP

Posted by: Kodama.6453

Kodama.6453

Scrapper: Stealth […]
Triple Leap finisher now; Double or Single Leap finisher, on Ending strike.

The whole scrapper is balanced around this triple leap finisher. Most of the skills and traits of it base on it. Why is scrapper mentioned as lockdown by anet? Cause it has many lightning fields and a triple leap finisher. Why do near to all gyros have combo fields? To use them properly with triple leap finisher.

Rocket Charge is the absolute core of scrapper, if you nerf this skill, you have to buff everything else.

Traits that others have a better version of

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Posted by: Kodama.6453

Kodama.6453

Both comparisons are for traits in different tiers and thus make no sense, but more importantly Diamond Skin is just silly anyway. Nobody should have a trait like that, and I’d rather not Thief get one like it. It’s just poor design.

People say this but honestly the tier aspect isn’t relevant anymore since we have spec lines, so that’s that. And yeah DS is an quite unbalanced trait on a class that is able to heal itself up quite a lot while having little hp anyway.

People keep saying tiers aren’t relevant anymore, but actually they are. ^^
Grandmaster tier traits are always stronger as master tier traits. Just because we have to choose 1 trait of each tier doesn’t mean there isn’t a gap in strength between this traits.

It’s just natural that a grandmaster trait of one profession is stronger than a master trait of another profession.

So I think there is another room for discussion. I have 2 traits in mind, warrior has a master trait which will give him 3% more damage for each boon attached to the target (Destruction of the Empowered). Meanwhile there is a grandmaster trait in engineer, which will reduce incoming damage per boon by 2%. Actually, the master trait of warriors make the grandmaster trait of engineers useless, which shouldn’t be a thing.

Traits that others have a better version of

in Thief

Posted by: Kodama.6453

Kodama.6453

The best one i could find, however it is a skill, not a trait:

Skelk Venom (Thief)
Heal yourself. Your next few attacks heal you.
1 Activation time 40 Recharge time

Initial Self Heal: 4,210 (0.5)?
Healing: 645 (0.2)?
Skelk Venom (30s): Striking an enemy heals you.
Number of Attacks: 5
Venom Duration: 30s

Enchanted Daggers (Revenant)

½ Activation time 5 Energy 30 Recharge time

Summon enchanted daggers which will attack as you attack, siphoning life from targets hit.

Damage Siphon Damage: 858 (0.05)?
Healing Siphon Healing: 808 (0.2)?
Healing Initial Heal: 1,640 (0.25)?
Number of Hits: 6
Duration: 15s
Interval: ½s
Range: 1,200

short: more cooldown no damage. Also remember that rev has 2 healing skills

Ridiculous comparison. You do realize that Skelk Venom actually is a venom, right? So there are traits for it. Skelk Venom will hit 6 times traited, give might and does damage with traited life leech. And you can reduce its cooldown down to 32 seconds (not much longer than rev heal anymore) and the biggest one: you can SHARE this venom with the entire party!

In my book, Skelk Venom is the much better skill.

Medic Gyro

in Bugs: Game, Forum, Website

Posted by: Kodama.6453

Kodama.6453

Medic Gyro doesn’t pulse healing anymore.

My BiP dream

in Necromancer

Posted by: Kodama.6453

Kodama.6453

Support for necromancer would be nice, but I think this will get in the game as a new ES.
And this buff seems a bit over the top, don’t you think so?

Actually you are (when traited):
buffing the bleed damage to the enemy by 100%
instead of 8 stacks might with 40% uptime you give it 6 stacks with 100% uptime
bleed to yourself stays the same

With some might duration you are able to get more might as for the actual skill with 100% uptime.

Like said: Permanent party support should come with a new ES. Corruption skills seem more bursty instead of permanent upside, so I think the concept of BiP is fine. And not to forget: your suggestion would have a HUGE impact paired with blighters boon. ^^

What if thieves could see enemy traps?

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Posted by: Kodama.6453

Kodama.6453

I don’t like this idea. Seems like a too strong hard counter for traps to me. And it would make the trapper rune less useful too, because if you are setting a trap to stay invisible, the thief can tell where you are by seeing the trap.

I would just decrease the damage of dragon hunter traps and call it a day. The other traps are fine in my opinion.

Blk, Blk, Blk, Inv, Inv, Inv, Blk, Blk, Blk

in Thief

Posted by: Kodama.6453

Kodama.6453

Kind of ironic to see this on the thief forums, considering that this has historically been what thieves do to others, except that it’s evade, evade, evade, blind, evade, etc.

However, I agree that this is over the top for some builds like mesmer.

I honestly think that blocks themselves are not bad since it does open up room for unblockable skills and abilities to become useful (hence why warriors are now running Sig of Might), but there’s still a bit of a shortage for unblockable stuff for some classes.

My 2 cents: Make Flanking Strike unblockable once again.

Thing is we can’t evade and do damage at the same time, exceptions being PW and DB and the latter doesn’t have a huge I frame

To be fair: Most skills in this game which give block or invuln are not dealing damage the same time as well. The new scrapper shock shield is the only block I can remember which is dealing damage for it’s duration and invuln the only example I can remember is elementalists obsidian flesh. So this is no valid point.

Elite skill "Impact Strike" buff suggestions

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Posted by: Kodama.6453

Kodama.6453

-snip-

Several good points, however I don’t think the devs care enough about thief to implement some of these. I’d love to be proven wrong though.

I can’t take this serious, to be honest. All I see is “Thief should be BEST at THIS, THIS, THIS, THIS and THIS!” Usually I enjoy Orpheals comments, there are many interesting ideas from him, but this is just too much.

Why should thief be the best at party support? Totally doesn’t fit the theme of it.
Why should thief have the strongest poison? You can arguement for many classes to have the strongest poison. Many venoms (even the ones from thiefs) are from animals, ranger does know MUCH more about these so maybe ranger should have stronger poison. Or necromancers are masters of dark magic and use it to create poison, magical poison probably should be more powerful.
Why should thief be the best at combos? Seems like anet wants that theme to be for engineers and you can say it makes sense. Many technical devices for several fields and finishers.

I agree that thief should be number 1 for stealth, but the other points I have to disagree. Theme of thief should be about stealth and assassinating (and that’s why I don’t get why anet gave necromancers a SPAMMABLE attack which has a higher damage scaling than backstab…..)

Next 3 Legendary Weapons [Poll]

in Guild Wars 2: Heart of Thorns

Posted by: Kodama.6453

Kodama.6453

I’d guess that any set will include at least one usable weapon for each profession, or at least as long as that is possible. Engineer is the real constraint on this. I also guess that mainhands would be prioritized over offhands. I’m also hoping that GS is one of the last ones, considering that there are 3 already. My guess:

Sword, Scepter and Rifle.

I think the same, as long as possible there should be at least 1 useable weapon for each profession in the upcoming legendaries. It would be really unfair if engineer mains are waiting for new legis and didn’t get any with the next roll. Sword, Scepter and Rifle seems good for this.

I really hope that we get the legendary rifle next. Seems like anet is bonding the new legendaries to specific races (hope – hylek, nevermore – norn, astralaria – jotun), so a new skritt legendary rifle, which looks like made out of scrap and is some kind of gatling gun would be really cool.

Druid won't be fixed for the next 8 weeks

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Posted by: Kodama.6453

Kodama.6453

lets take arbitrary numbers. Zerker heals hit for 1000HP and Cleric heals for 5000HP Ally has 10,000HP

The Zerker will be able to throw 10 heals to max out Allies’ health generating 10 ticks of AF generation
The Cleric will be able to throw 2 heals to max out Allies’ health generating only 2 ticks.

so at this point a Zerker with 0 healing power druid will have Celestial avatar available to him/her much more often than a Maxed out healing power Cleric Druid.
(so much for the zerker meta being bad for the game)

I understand your arguement but I want to show that there are some aspects you are not looking at. The one with more healing power has less CF-uptime that’s right. Be he doesn’t need so many like the berzerker.

Both have full AF and go in CF: berzerker heals not as much with each healing skill, which means he has to stay the full time in CF to heal his whole team up to full health. Cleric just needs to use 2-3 spells to get his team to full health. So he is able to leave CF now, because overhealing doesn’t help in this situation and he has some AF left for next entry.

So it isn’t THAT unfair, I guess…..

you just proved my point that i mentioned (that you most likely skipped) a few posts up about people just thinking about CA as a giant heal bomb. scroll up and read 2nd to last post (before this one) on this thread explaining in details that CA is not about the healing at this point (since obviously i can do just fine out of CA healing full health in 2 ticks instead of 10) , its about the extra support like condi clear, daze, immobilize, slow.

I actually read this, thank you. I just think it is a really weak arguement.
The prime function of CA is healing and ever will be healing. Sure, it has some utility too, but we shouldn’t balance everything around some minor effects, which could be useful in some situations. We have to see the whole skills and balance around this and in this case it is. At least I think so.

There is an effect that always has to be kept in your mind: all CA skills have ridiculous low CDs. If a guy with high healing power is able to go in this form every 10 seconds, he gets huge utility AND massive healing from it, because the CDs aren’t just as high like other skills. I think this could lead to some overpowered bunkers.

(edited by Kodama.6453)

Druid won't be fixed for the next 8 weeks

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Posted by: Kodama.6453

Kodama.6453

lets take arbitrary numbers. Zerker heals hit for 1000HP and Cleric heals for 5000HP Ally has 10,000HP

The Zerker will be able to throw 10 heals to max out Allies’ health generating 10 ticks of AF generation
The Cleric will be able to throw 2 heals to max out Allies’ health generating only 2 ticks.

so at this point a Zerker with 0 healing power druid will have Celestial avatar available to him/her much more often than a Maxed out healing power Cleric Druid.
(so much for the zerker meta being bad for the game)

I understand your arguement but I want to show that there are some aspects you are not looking at. The one with more healing power has less CF-uptime that’s right. Be he doesn’t need so many like the berzerker.

Both have full AF and go in CF: berzerker heals not as much with each healing skill, which means he has to stay the full time in CF to heal his whole team up to full health. Cleric just needs to use 2-3 spells to get his team to full health. So he is able to leave CF now, because overhealing doesn’t help in this situation and he has some AF left for next entry.

So it isn’t THAT unfair, I guess…..

Smokescale knockdown=unblockable

in PvP

Posted by: Kodama.6453

Kodama.6453

It is not OP whatsoever. Rangers/druids do not have an unblockable attack besides Entangle (I’m pretty sure).

Every single trap except Healing Spring is unblockable.
That’s one of two big problems in here.
Many guys are arguing that it is ok to be unblockable because ranger doesn’t have unblockable attacks. Like said: traps, so this is invalid.

Second: Everyone is claiming about the “ranger nerfs”. Get your informations right, please. If you are building up AF with regeneration on a target with FULL HEALTH, this is not intended, it is a bug. Bug fixes aren’t nerfs! They are just fixing things which should have never happened. Same for the “bristleback nerf” last time, it isn’t a nerf, because bristleback was never meant to have so many HP.

I think the unblockable knockdown should be made blockable. All other knockdowns on pets like dogs are blockable, so this would be more consistent. And the arguement “we can’t cast it on our own” can be used on both sides. If you aren’t able to cast it yourself, why complain about it being removed?

Call your bets

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Posted by: Kodama.6453

Kodama.6453

Didn’t notice anything like that but you said it yourself
“doesn’t scale correctly”

So, this won’t be a nerf, but a bug fix.

we need a proper ranged kit.

in Engineer

Posted by: Kodama.6453

Kodama.6453

First: Jump Shot doesn’t have invulnerable frames. Don’t know how you got this idea.
Second: Rifle works best at close range, not at distance. What the OP means is a proper damage kit which works best at range. Like he said, grenades are nice (even after the range nerf), but it would be nice to have a good single target damage range kit. I don’t mind to get it with a future elite spec.

But I would prefer something else than a nail gun. Like a gatling or something else.

So, why was spectral walk nerfed?

in Necromancer

Posted by: Kodama.6453

Kodama.6453

Yeah, they just ignored the fact that revive orbs can do the same basic thing they said we shouldn’t be able to do.

It isn’t the same. For example if you are roaming in WvW. You are fighting and the necromancer seems to loose. Then he jumps off a cliff, using spectral walk, so he doesn’t die and got away and his opponent doesn’t get any loot or experience. And if the enemy isn’t a necromancer, he isn’t able to follow you, because he would die then.

Not sure if reviving orbs are working in WvW, but lets imagine they do and we have the same scenario. You are losing, jump off a cliff, you DIE, so the enemy gets the loot for defeating you. You still can revive then, but your enemy got something for defeating you.

Also, reviving orbs are something you have access to by the gem shop, so they give them cash and spectral walk doesn’t. ;D

minor suggestion: smokescale condi damage

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Posted by: Kodama.6453

Kodama.6453

Can you please go to gw2 wiki and compare their bite damage? And write it down here? Then we can discuss “exaggerating” thingy.

erm no , because of three reasons.
1. the smoke scale has a strong gap closer making the AA more effective than a wolfs.
2. the Wiki is always wrong , considering the changes to pets/undocumented changes , some pets are so Broken they have Vastly different damage values Which need to be brought up to a Smoke scales damage .
3. each pet type has its own Attack cast times and damage levels , does the Smokescale CC on petswap or on command(no it does not ) so its Value in that sense is reduced.

did i mention most of the other ranger pets are so Damage broken , we have only been taking a few of them for Utilitiy means for the last 2 years , sure it gave a little bit of damage but due to the stop and go natures of the AI older pets! suffer the most.

I have to agree with alain. He isn’t exaggerating and the points you call here are not relevant. He was comparing the damage of the AAs, nothing else, so there is no point for you to bring number 1 and 3. About the fact that wiki is wrong, that must be tested in game to make sure. But don’t say someone is giving false information if this just isn’t true and don’t justify it with unrelevant facts.

I think smokescale is fine as it is, it doesn’t need any more condi damage nor a nerf. Just because the AA has bleed, doesn’t make it a condi pet.

Astral Force nerf yet again.

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Posted by: Kodama.6453

Kodama.6453

This was not a nerf, it was a bug fix.
I know you guys are angry about it, but it makes some sense in a logical way.

You gain AF by healing people. If these people have full health, do you really heal them? You don’t, Easiest proof is that you don’t see any green numbers on your screen. Why should a heal skill used on a player with full health count as heal?

It is like I would go to a random guy and ask him “Do you have cancer?”. If he is answering “No.” I would be able to say “Wow, I just cured cancer, I’m amazing!”

Spicing Up Corruptions

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Posted by: Kodama.6453

Kodama.6453

The changes are way too powerful. The problem here is, that the thing everyone calls a “downside” actually isn’t. It CAN be a downside… if you have no condition transfer. If you have, it is a upside, because you can transfer the selfharming conditions on your enemy.

So, look at the suggestions.
Blood is power: way too strong. It not only gives 10 stacks might (which also increases condition damage), but 10 stacks bleed to the enemy and 5 stacks to yourself? So, with condition transfer you get 10 stacks might and the enemy has 15 stacks bleed. And you stand there without any downside.

CPC: same problem as BiP. 8 stacks poison for 4 seconds every second and 8 stacks poison on self. With condition transfer, it is 16 stacks poison instant on enemy. Can go up to 40 stacks if the enemy stands inside the cloud…. Even if the target has to be immobile, 40 stacks of poison FROM A SINGLE SKILL is too much.

This problem goes on for the other suggestions and so here is the problem: You see something as a pure downside, which just isn’t. If you want to make such strong buffs to the skills, the downsides have to be downsides which can’t be drawn to be upsides. Like: instead of conditions, the necromancer loses health for each corruption he uses (like in gw1). Like, if you use BiP, you will lose 10% of your base health as direct damage. There is no chance to transfer this on your enemy, so buffing BiP can be made.

(edited by Kodama.6453)

Can't use greatsword , please help

in Necromancer

Posted by: Kodama.6453

Kodama.6453

Did you slot in the trait line “Reaper”? You can’t use the weapon just by unlocking the trait line, you have to take it if you want to use the weapon.

Elite Spec Idea: Saboteur

in Engineer

Posted by: Kodama.6453

Kodama.6453

Never going to happen. The Engineer along with the Revenant where rushed to meet a release deadline. So both of the classes are incomplete or just crap mechanics and skills mixed with some good ideas. How long did it take to get rid of hobo sacks? A-net moves at a snails pace and provides very little feedback. They will fix the class after a few years of complaining.

Did you see this as a suggestion to change the scrapper? It isn’t, it is meant as a suggestion for a future new ES. So I don’t get why you are saying they will “fix the class after a few years of complaining”.

[Reaper][Utility Rise!]

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Posted by: Kodama.6453

Kodama.6453

Could i call for a nerf or bug fix? Minions only called out of Organic living enemies?
are you ok with this Reaper?

It is not a bug so i dont think calling for a bug fix is appropriate however you a free to call for a nerf. That said i disagree with you opinion that it needs a nerf so no i am not ok with it…

Also if you look at the animation closely you can see that the minions dont come “out” of your targets but are summoned the same way all other necro minions are summoned, though i admit that would be rather cool as a concept…

I would call it a bug fix. I can understand why minions spawn from attackable objects like the boxes in khylo, but last time I checked the minions spawned from objects they just shouldn’t. Like the platforms in sky hammer, which get destroyed if you walk over them. I don’t think it is intended that Rise! or life leech is working on things like that.

What hammer skin is this?

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Posted by: Kodama.6453

Kodama.6453

Likely an older version of the Scrapper’s ascended hammer that doesn’t exist anymore

This. The hammer is shown as the icon of fix-r-upper. I think they changed the skin as they decided to scrap the old scrapper concept and gave him a electric theme instead. The new fix-r-upper just fits more for electric attacks.

But I hope they will implement the old version some day too. It looks really well and I would like to have it.

Elite Spec Idea: Saboteur

in Engineer

Posted by: Kodama.6453

Kodama.6453

I thought traps would fit for a future engineer ES as well, I had another ES idea in my mind which works with traps too. And I really like the idea to make mines count as traps, because they really feel like some.

I would like to know what you think skills for dagger could be.

Thoughts for the things you already stated:
Minor trait: I really like the idea behind this, but I think it is unlikely to happen, because no ES improved existing skills that way. And maybe it would be too powerful, because the new traits wouldn’t just work for the new skills, but some old skills and traits too….

Major trait: We already got really strong weakness with scrapper and it doesn’t fit to the offensive role. Weakness is in most game modes a defensive condition, to mitigate damage. Just in PvP it can be offensive, because the enemy isn’t able to dodge as much as before.

Utility skill: Interesting new idea for a trap. We don’t have any bouncing traps as far as I know and I would like to see this. Toolbelt seems fine but again it is more defensive than offensive.

Elite skill: I see some problems in this idea. It just doesn’t behave like a trap (and it should be one) and more important: It isn’t doing anything on its own. It requires specific utility skills to give you any benefit from it and skills shouldn’t require other skills to work. The toolbelt skill: the damage buff part would be great if it gives bonus damage for all sources. So it doesn’t require other traps to have an effect and we would finally get a unique party buff. But I would delete the revealed part of it. We already are the profession with the strongest reveal in this game: utility goggles toolbelt, trait for auto utility goggles toolbelt on hit and AoE reveal on sneak gyro toolbelt. I don’t think we need any more of this.

Astral Wisp

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Posted by: Kodama.6453

Kodama.6453

This doesn’t make sense. If the wisp were to effect enemies, how would that lead to allies getting blinded? I confus.

He doesn’t mean the allies of the druid, but the allies of the enemy. Imagine a WvW zerg fight. If the wisp would blind enemies around the target (so: the allies of the target), druids could shoot the wisp at a player. Counterplay would be for the target to not stay close to his allies. But if this guy isn’t aware, he would grief his own allies. The other players aren’t able to counterplay, because they can’t prevent their ally to stay close to them.

At least I think that is what he meant.

mortar field finishers3, when will the work

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Posted by: Kodama.6453

Kodama.6453

I think (i’m not positive), you’re talking about removing conditions on yourself with Mortar #4 and Mortar #1 but i don’t think it works like that. Mortar #1 is a projectile finisher, so i think the mortar #1 has to hit the target to remove the condition, i don’t think the splash effect counts as the projectile finisher.

Hopefully i’m not wrong in saying this

Actually it works like you describe it. The projectile itself has to hit the target to grant the projectile finisher.

But if I remember correctly, Anet already admitted that this is not intended. It is supposed to work like OP is saying: If you use mortar 1 in a combo field, it would grant the projectile finisher for all the targets hit by the aoe damage of the shell.

The actual finisher is absolutely unusable. But like many many maaaaaany other bugs of engineers, it seems like this one is on the bottom of the priority list…

New ES Idea: Feral Seer

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Posted by: Kodama.6453

Kodama.6453

Just seems like someone took necromancers death shroud (people already complained about druid being too much like death shroud) and just made it four times better. Like already said by others, this is not going to happen.

It is just too much. You should delete some of your ideas. It would be waaaaay too versatile as it is. Too many new skills, a second health bar, passive buffs from your pet. Unlike death shroud, not all your utility skills get disabled….

Many people make this mistake. You can’t just give your ES all benefits you can think of. Choose 1 of them.

Expert Examination not proccing

in Engineer

Posted by: Kodama.6453

Kodama.6453

Our GM minor trait isn’t improving the daze of gyros too. But I think I know the reason for this. The engineer doesn’t count as the source of the damage and daze of the gyros. The gyro itself is the source. So our traits won’t proc on it. But this has its upsides too. This way we don’t get revealed when stealth gyro is up and one of our other gyros is exploding.

I would love if we could get both, our traits effecting the gyro explosion AND don’t get revealed (it works for mesmer phantasms too!), but if we have to choose, I would keep the part that we don’t get revealed.

BTW: please make gyro self destruct count as an explosion for synergy!

Lingering Light Redux -

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Posted by: Kodama.6453

Kodama.6453

Ele has to press 1 button and 5 targets are on fire and blind. Each target has an 8s CD.

You can have 100 people running over your #1 spam and 100 blinds will be applied on a 12 second cooldown.

That’s what the balance is about.
You’ll usually have only 4 other people in party, but you’ll have 25 other people in WvW. That part of balance had to be taken into consideration making it only fair to be nerfed this way.
Powerful at masses, weaker at solo play. For solo play you’ll usually get Roots for more disruption anyways.

Methinks.

Exactly this. I see the argument by Heimskarl and I can understand it. It seems unfair that the Blinding Ashes blind is aoe. But Lingering Light has a second effect (healing on proc) and like already said the problem here is the sharing. Elementalist can just make himself a blind source with set CD. Druid is able to make any ally around him a blind source, which is much more powerful in large scenarios. And that’s just what makes the balancing difficult.