Saying LB Combustive Shot should do what it does because of telegraphs of other skills is just poetic, but that’s a good one. You should be able to just Evis the air, arcing slice, and earthshaker too and just be done with it.
Having your burst negated by block, dodge, blind, and going on a short cooldown or weapon swapping to the other burst without losing adrenaline isn’t punishment at all. Not losing any adrenaline for counterplay is just silly. Get better and land the kitten burst. Somebody countered what you were trying to do? OK, mow you need the adrenaline back. Learn to land skills if you want the payoff – this goes for all classes.
I don’t remember saying anything about thief spamming 1 into the air to land a backstab in stealth, and only being revealed upon doing damage being alright. Watching two thieves duel, and each one going into stealth with MH Dagger spamming 1 trying to hit each other isn’t an argument for why Warrior should keep it’s own hand holding skills. Engineer punishment for kit swapping; I haven’t heard that one, but would love to hear the argument explained. Engineer has it’s own cheese (turrets, balthazar rune synergy just to get started), and I’m not sure kits are one them, but would like to hear why since it’s been brought up.
I didn’t even mention how Eviscerate will auto-face and attempt to hit somebody no matter which what the Warrior is facing, but sure lets keep all that. Shoot LB into the ground randomly for Ire, because of telegraphs. Do not lose adrenaline upon counterplay, and I can randomly tab target an enemy and stick my camera into the ground and hit F1 and as long as they meet the range requirements I can hit them.
The points made in this thread against such a skill is try to move this game to more skill and counterplay, not hold it back for a bunch of reasons that are usually related to the problem and not the solution.
You don’t really get it, don’t you, saying why warrior should lost adrenaline for missing burst skill when it already goes on full CD, is just badly understanding of this game, why thieves skill won’t have CD on top of resource usage? why engis are so tolerated for miss swapping, why theres so little close to non punishment for miss kit swapping.
They are all saying the same thing. burst skill goes on full CD is THE punishment designed for them, just like how wasting resource is THE punishment designed for thieves skills.If you really think warriors get adrenaline like breathing, you should go play some 5v5 against apex, op by children or any other good team, when things happening so fast and realize how little adrenaline you will have even with zerker stance, burst mastery and cleansing ire. and realize why these three things are a must for all top tier matches. this game should not be balanced around noobs or low-avg players.
I’m all for skill and counter play, the thing is that warrior has the most counter able skills compare to everyone else.
Warrior has the most counter able skills based on what? What does mis-swapping for an Engi mean? They should have cooldowns when they swap, or if they mistakenly swap to a kit they didn’t mean to they should be punished – if so how would that be determined? It just looks like you are blurting something out for the sake of doing jus that here… say otherwise. Again, Thief has it’s own issues with resources, and I don’t know why you need to take one problem, and justify it through another.
I’ll say it one last time – not losing ANY adrenaline through and keeping the FULL potential of cleansing ire AND the FULL potential of a burst on a weapon swap (almost always less than 5 seconds) is not a punishment. The amount of sustained pressure a warrior can put on a class, and the amount of skills that MUST be dodged on such short intervals is not OK. You can continue to try and justify the problem with other problems if you would really like to do so.
Lastly, when have you played against top level teams to compare your comment about them? I know I have not do so. So, what exactly is your experience there? How did it really go? I don’t care if you watched a video, because that doesn’t truly allow one to feel the flow of a battle to comment. Hint: I don’t see you on the leaderboard (no, I do not think leaderboards are a measure of skill, but a certain ranking would be needed to play these teams.. or competing in the weekly cups, etc.) where you would be playing such teams, but that doesn’t mean anything as you could have decayed down. Though, playing one game would change that.
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Well, both are getting a slight buff according to the ready up, but we’ll see what goes live. Tossing Elixir C will now cure 2 conditions (3 if you take 409 trait). Using the base Elixir R utility skill cast time will be reduced by 1/4 second. When Elixir R lost it’s stun break it lost a lot of value in people’s eyes. Also, not using it for condi clear before or after the change is just silly if the situation calls for it.
If tossing a traited Elixir C will cure 3 conditions after this balancing patch maybe that will make it more valuable in somebody’s eyes. I still think it’s hard to justify any elixir outside of Elixir S in a lot of non-HGH builds, and I don’t know if nerfing Elixir R to buff Elixir C changes that. I almost want to say if they were to remove the condi clear off tossing Elixir R they would have to change it back to a stun break, but I’m not certain of that, and I don’t think Anet wants multiple stun breaks on one utility type after the changes last summer.
Either way it is something to think about even if I don’t agree as neither skill is core to almost any build. Even when I see HGH Engineers about I typically only see them taking Elixirs H, S, and B with the corresponding tosses to stack might, ignoring C, R, and X.
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Saying LB Combustive Shot should do what it does because of telegraphs of other skills is just poetic, but that’s a good one. You should be able to just Evis the air, arcing slice, and earthshaker too and just be done with it.
Having your burst negated by block, dodge, blind, and going on a short cooldown or weapon swapping to the other burst without losing adrenaline isn’t punishment at all. Not losing any adrenaline for counterplay is just silly. Get better and land the kitten burst. Somebody countered what you were trying to do? OK, mow you need the adrenaline back. Learn to land skills if you want the payoff – this goes for all classes.
I don’t remember saying anything about thief spamming 1 into the air to land a backstab in stealth, and only being revealed upon doing damage being alright. Watching two thieves duel, and each one going into stealth with MH Dagger spamming 1 trying to hit each other isn’t an argument for why Warrior should keep it’s own hand holding skills. Engineer punishment for kit swapping; I haven’t heard that one, but would love to hear the argument explained. Engineer has it’s own cheese (turrets, balthazar rune synergy just to get started), and I’m not sure kits are one them, but would like to hear why since it’s been brought up.
I didn’t even mention how Eviscerate will auto-face and attempt to hit somebody no matter which what the Warrior is facing, but sure lets keep all that. Shoot LB into the ground randomly for Ire, because of telegraphs. Do not lose adrenaline upon counterplay, and I can randomly tab target an enemy and stick my camera into the ground and hit F1 and as long as they meet the range requirements I can hit them.
The points made in this thread against such a skill is try to move this game to more skill and counterplay, not hold it back for a bunch of reasons that are usually related to the problem and not the solution.
I still maintain the problem is adrenaline being an afterthought in how it is managed; whether that be how quickly it is gained, lack of punishment when the player makes a mistake, and/or facing capable counterplay from the opponent.
clearly, you don’t play a warrior.
You mean when you are dodged and have no punishment on adrenaline at all, or the traits/utilities in the meta builds that gain adrenaline back as if it were not even necessary as a resource, or cleasing ire proccing by just shooting LB burst randomly not even hitting anybody? Clearly, what does playing a warrior have to do with anything when it becomes that brain dead?
The problem of Eviscerate is the Sigil of Intelligence.
I would disagree with this. Ask yourself how much of an issue this sigil is on other classes/builds? Then understand a warrior can just go six points (6/0/4/0/4 vs 4/0/4/0/6) into Strength for Burst Precision to negate the need for the sigil. I still maintain the problem is adrenaline being an afterthought in how it is managed; whether that be how quickly it is gained, lack of punishment when the player makes a mistake, and/or facing capable counterplay from the opponent.
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I’d rather look at the cooldown of Toss Elixir C then just nerf Elixir R again. Elixir R already lost it’s stun break, some % on the pulse tick, and received an added cast time (albeit a cooldown adjustment). Remember tossing Elixir R is just a chance to revive, and is still countered by launches/poisons. Getting the rezz off against decent players/teams can be a challenge.
I don’t know if this stems from my post in the thread about condi removal, but the biggest issue for me with Elixir C is the cooldown as it doesn’t break stuns like the similar guardian skill, transfer to the opponent, or anything of that nature. The 5 second convert sounds nice, but when most builds don’t even take elixirs at all anymore it may be best to start looking at why that is (traits, overall synergy with a build, cooldowns, etc.).
I just don’t think running an elixir build is really that great even with choosing all the traits; whether it’s cleansing formula 409 (not terrible), HGH (good stuff), or acidic elixirs (yeah, how about no & /laugh). The hardest part about choosing Elixir C is asking yourself, “how does this fit into my build?”, when you normally are taking at least 1 kit, and 1 stun break to start a build. And as I stated in the other thread, I can’t even justify running Elixir R into my builds without at least 3 traits in Tools for the cooldown reset at 25% hp.
It seems a lot of Engineers dropped Elixir R after the stun break removal last summer. Most builds are running Gnades/Bombs & Toolkit with either Elixir Gun, Slick Shoes, or Elixir S for a stun break with them all adding some team utility if used correctly under the right circumstances. Then I look at Elixir C – it cures all MY conditions every 40 seconds, and I can toss it (skill shot mind you) for removing 1 condition from my team every 30 seconds.
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I like to run Elixir R when going with at least 3 points in the Tools Traitline.. then I can toss for condi removal if I desperately need and it resets cooldown when i hit 25% hp to toss again for self rez attempt (obviously you use on a teammate if necessary). You can run Elixir C I suppose, but I feel if I am going to slot an elixir for condi removal then it might as well be elixir R for the endurance gain + rez utility. Thats just my opinion.
Healing Turret is nice too, but keep in mind the burst with condition removal doesn’t always fire right away (annoying), so don’t detonate or move out of the field too quickly.
Going three points into Alchemy gets you 1 condi turned into a boon every 15 seconds. Also, some builds are run with Sigil of Generosity to give 1 condi back on crit (60% chance) every 9 seconds.
Lastly, elixir gun skill #5 actually removes 1 condition upon initial heal, which is not stated on the tooltip.
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I had not played a Ranger since about 2012.. made one to play power ranger LB/GS… and it’s so stupid easy to already do damage lol. I can’t wait to see these changes go through for the kicks. If shatter mesmers didn’t already have to watch for thieves.. now they gotta look around for the ranger sitting at 1500 sniping them with 3k+ AA & Rapid Fire channel following them in stealth/ports. We’ll see what the mesmer changes are, but man the damage is already real.
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Leaderboards shouldn’t be taken serious. I’m another example of a player that just started ranked play again this week after not playing since the beginning of the year. I go from somewhere in the neighborhood of 30% in both solo and team queue to 280ish in solo queue, and all the way to 160ish in Team Queue after just a few games. I see this, I see others on “top” of the boards with like 12 games played, and realize there is absolutely zero reason to care about the leaderboards. None.
My advice to you is to care less, and just play while the 1 intern part-time pvp dev (evil sarcasm) gets around to a ladder/seasons or whatever they plan to do.
The only problem I have with warriors is how adrenaline is gained with such ease and forcing you into a must dodge on such short intervals. I know I can use cavalier amulet, axe/sword + LB in spvp with intel sigil, pirate rune, 4/0/4/0/6 build, triple stance, and evis crit 5-8k (depending on might stacks and opponent) with ease (don’t forget about fire field from LB, need to dodge arcing arrow and pin down too).
All this while boasting 3.3k armor, base 1950 power, 223% crit, 18k HP, and a heal that requires me only to slot and not use it (no interrupt, no stun, daze etc. counters it… poison counter all heals before you say it, and LB burst skill with ire basically negates poison anyway. I doesn’t need a target dur!). It’s amazing how much pressure you can put on somebody and bring high armor with 3 defensive utilities.
Then add in doing this on Asura for that little extra something.
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Transfusion is balanced because the necro doesn’t (normally) get healed by it. It’s a huge AoE heal and I’d much rather it didn’t get nerfed.
it’s a huge heal behind a huge cooldown, when you look at the numbers it’s not that great: it’s weaker then empower in every way.
It’s really not that strong at all when it’s only a 3-4k heal at best on a 40(34) second cooldown. I main an Engi, and I can easily top that twice in the same timespan with Healing Turret + water blast combo and using elixir gun #5. I don’t see any viable Necro builds taking much healing power anyway without proper sustain (blocks, evades, vigor/stab/aegis uptime, invulns, reflects). Then you start looking at other classes that can dish out heals through traits, weapon skills, and water blasting that effect allies.
Necros have zero water fields, and they have almost no blast finishers. Having this “strong” trait would actually maybe let a Necro go down Blood in PvP instead of being avoided like the plague (outside of MM, but who cares about a build worthless in an larger fights).
And if Necros would start to take transfusion… life transfer has an obvious long channeled animation…. interrupt it and you negate the whole heal, gg counterplay.
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Necro should be able to rez/stomp in DS. Not like they have invulns/blocks or high stability uptime. Life force goes fast when focused, and it’s a team game… interrupt them or launch the downed like anybody else. I also think foot in the grave should be lowered a tier, but that’s just me. Other classes can use their class mechanics to help rez/stomp (and prevent). Otherwise, Deathshroud is in a very good place since the last buff to it’s pool and traited slow drain. I still think DS #2 should be a skillshot to give Necro a small 600 range teleport option – unless the devs are planning to make all leaps/ports require a target.
If anything else they could actually look at the traited auto-crit 1 spam crap power necros can do (sorry that and Lich AA spam for damage is really boring to watch and counter LOS/reflect). I still don’t think you should be able to heal in it without traits, though transfusion should heal the necro as well as allies while in DS to give some incentive to go into Blood.
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Nice to see people enjoying a game with this type of combat/pvp into their 60’s. I hope I am lucky enough to be able to do that for the next ~40 years. Keep on keeping on fellas!
Not that it really bothers me and need the rewards… but the fact that they stated there would be reward tracks released with living story, and they haven’t even bothered to put it in is disturbing. They already have the infrastructure to obviously support that, but apparently there isn’t even enough dev power to get that in. How and why would we honestly have anything but low (I mean mean kittening low) expectations for you guys???? I mean really lol……
Isn’t it just a tad bit embarrassing?? I just picture such a situation in my role at work… that would be very hard to walk into a staff/function meeting and hear certain opinions, and then entertain some kind of response… ouch.
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At the very least the way the overall scoring is done for match-ups needs some serious thought put into possibly changing in order to feel more meaningful if they are going to remain 7 days in length. Going along with the OP idea, I’ve thought in the past that making it similar to the way tennis is scored would be a first step in the right direction.
Each day would be a “set” broken down into 6 “games” (4 hour time blocks) starting at reset running until the next reset; the match-up would still use “points” (PPT) for each “game” or time block. The server with the most “games” won at the end of a 24 hour period would win the “set”; ties would result in 2 or all 3 servers winning that “set”. If at the end of the week there is a tie in the number of “sets” (or days) won then overall PPT earned through the week (can’t have true tie-breakers like tennis I suppose) would break the tie – whether it be for 1st and 2nd, 2nd and 3rd, or 1st/2nd/3rd.
At least this way a server that is getting the bulk of it’s PPT gap during just one or two time periods (namely OCX/SEA for most and maybe EU for some), where it would normally equate to blowout on the overall score during a 7 day period, might still be challenged otherwise. You could theoretically win in overall PPT if a huge gap was created in short time frames repeatedly, but still lose the match-up if you were weak enough in other time blocks. The block could be adjusted from 6 hours if necessary to make the tiers more actively competitive. I would be interested if I got the time to look at the Millenium website or somewhere, and look at past match-ups to apply a weighted scoring system in certain time blocks for each Tier.
I’m sure we’ve all seen the threads in the past about night capping. A scoring system that would put more emphasis on weighted time periods, so one or two periods don’t decide the entire match-up, yet not eliminating the ability of those who play in those time periods contribute to the resulting match-up is the kind of idea I would be shooting for.
The way it stands now a lot of match-ups are decided by a small % of the overall players participating each week. If you had more people feeling like they can make a difference on the weekly outcome later in the week the game might feel more competitive for the average player (yeah, you can have some pull excessive overtime to make a difference, but that is usually short lived). Rather than the thought that I play during NA prime into late NA every day, and we are usually very close with the other 2 servers only to go to bed/school/work and come back the next day and it may as well already be over, now all I have left for the next 6 days are the fights? Where as it might be we’re all still tied after day 1, because even though 1 server dominated overnight they didn’t do enough otherwise, so I still have something to feel competitive about other than just fighting in GvG or open field pugmannders.
I don’t know how the server rating system would need to change (or if) as a result of such a change, but I’d be less interested in that to start as I would argue it bears much less of an importance as it pertains to competitive balance and possibly keeping more players interested throughout the week.
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I’m surprised to hear this having played both. While it’s not an easy matchup, I think the edge still goes to a trickery thief whether it’s S/D or D/P (S/D being the easier of the two). D/P requires more patience between burst with good SB play, but it seems if you are willing that you can win out.
In response to the OP, as that is all I read, I have been one to be pretty down on Anet over the past year with a lot of bad decisions or lack there of. However, this is turning out to be a pretty decent update with a lot things that, yes, should have been in the game from the get go, but at least it’s here now. I would just add they need to add templates at some point as well.
I’m just disappointed that the changes will be after I’ve already moved onto ESO, but will be nice to be able to log back in here now and again with the changes in effect. The wardrobe, dyes, account bound wxp, and TDM in Spvp are all pretty nice to finally have. We’ll have to see how the profession balancing + new traits + sigil/rune rework plays out, Anyway it’s about time to have a decent update after a lot of little LS updates with a smidgen of everything else.
This should in the very least help keep the game stabilized through the summer. Upcoming releases will hurt it some, but should still be standing strong whenever I want to come play now and again. I finally get to /applaud Anet (it’s about time).
TESO will put a noticeable dent in the WvW population here. I’m not going go all hyperbole like some do and say it’s the end, but there are a lot of things to like about it that GW2 doesn’t offer (map size, trinity, no downed state/rallybotting, emperors, actual decent commander setup for guilds/groups/pugs, no arrow carts or omega rushes, more possible builds that may or may not be viable at 50++, etc.). Some of those people that leave will come back, but it could continue the other direction too if Anet doesn’t show something and if TESO can hold people’s interest. Really the only thing GW2 WvW holds over TESO AvA (to me) is the combat/animations. Now that can be a big deal I understand, but even then (to me) TESO isn’t that bad, and can easily get better – it will always be different.
Alright Anet you just made me pre-order TESO (seriously). It may not be a godsend game, but I think I’m just going to run around in Cyrodiil instead of hanging around waiting like the past 1.5 years for this (or WvW) to really get going. I don’t know how you can be any worse at communicating to a playerbase. After testing TESO it is refreshing to see the difference with the devs over there in how they communicate/respond to the community. You may have been able to create a really good combat system with a lot of potential, but you lack in a lot of other areas versus the competition. And the comment about Blizzard is just funny to me… what does being out 10 years vs 2 have to do with creating a better iteration process to balance changes. To me it’s all about desire/pride, which doesn’t show. You guys aren’t new to this either… GW1 came out in 2005.
I’m also just astounded that this balance patch isn’t hitting before the TESO headstart (which is why I thought March 18th was picked tbh)… it may or may not put a dent in Spvp/WvW, but you are just asking for it, and had ample opportunity to send a message ahead of time. Luckily this game doesn’t require a sub or this would be even worse. Hopefully the game turns out for the better in the future, though hope may be gone after this mess today on the forums.
Bad form… bad form… you guys don’t come off as professionals.. just so amateur in critical opportunities.
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Just want to add in a couple things. First, I found it best to designate a person in your lane to be the only one to pickup and use the hammer – don’t drop until going into portal and keep npcs off that person while they build/repair (you will not get ciphers off mobs as you won’t be attacking, so if this bothers you don’t do it).
Secondly, as for the applying CC to the Twisted Champions, they seem to be vulnerable up until around the 40-50% hp mark where they start to make a dash for the portal – I tell my lane to put a nice stack of chill, immob, cripple right before that point as it helps a lot (you can’t apply after that point, but the previous stacks remain in effect). Also, it’s best to just attack one at a time when two are up, so make it a point beforehand that if two are up at once you are attacking either the left or right one first.
Lastly, have fun and encourage people. Don’t be a negative Nancy each time a lane fails. My first time downing her was on SBI yesterday when we were only had 3/5 chains done and 85% of the bar filled (no more failures possible), and the lane before mine did the 4rth and we did the 5th where my platform was the last to down the generator with 2 seconds left. Was pretty cool. Lesson = stay positive.
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How about every choice PvE has so that pvper’s don’t feel like they’re getting the short one every single time?
Do you really want to see dire gear in spvp – better condition bunkers? How about perplexity runes on already popular thieve, memser, warrior, etc. interrupt builds? Every single thing added in PVE can’t make it over here as it’s already a mess in WvW small skirmishes.
With all the sigils/rune up for possible rework isn’t a bit over the top to be speculating a power creep…. for all we know putting air/fire on a single weaponset will probably just equate to having one as it is. Thus, it would actually be a nerf to some weaponsets that had fire + force or w/e now. All it’s going to be is speculation…
I do agree that we need PTR already; with some of the changes that have been made over the past year (dhuumfire, healing sig, nerfing eles and buffing a bunch of counters to the class, etc.) having been pretty poorly tested before they were rolled out to the live servers.
I’ve been trying to play/enjoy my Ele again for the nth time, and it’s just kinda nuts to think of all the nerfs that were made to this class, and the buffs to at least a few counters that didn’t really exist when this class was at it’s apex (condition spikes being as prevalent as they are now, ham/bow/hsig warriors, S/D & D/P trickery thieves). You can look at sustain all you want, but the class really needs some mobility back to compete for spots on a team that aren’t easily/better filled by others.
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Wouldn’t conjures work better if they became a weapon that the ele could “swap” to once activated? I know I would probably use Earth Shield in Spvp then (and test out others, probably use the elite too). So, I could equip the conjure earth shield as a utility… and once activated the 5 earth shield skills would be available, but I could still “swap” back to my attunement skills to use those (and swap between attunements) then “swap” back to the shield as I wanted to as long as it had charges remaining and the timer had not run out – I don’t know if that would need a 5-10 sec cooldown or not? However, the conjure would still work the same as is for anybody else that picks it up off the ground, even other elementalists.
We wouldn’t want to offend engies you know they are the kings of pvp and all that.
This would make them a lot better I agree, maybe too good because you only care about 2 attacks on ice bow, then you can pocket it for later instead of being stuck with it.
Yeah, I see how it would make em close to kits, but they would still be limited by charges and duration. Otherwise, they just remain too clunky to pop em, use the skill(s) you want, and be stuck staring at cooldowns or forced to drop and waste whatever charges are left. We really need something to make it actually feel like a choice vs wanting to run cantrips.
Wouldn’t conjures work better if they became a weapon that the ele could “swap” to once activated? I know I would probably use Earth Shield in Spvp then (and test out others, probably use the elite too). So, I could equip the conjure earth shield as a utility… and once activated the 5 earth shield skills would be available, but I could still “swap” back to my attunement skills to use those (and swap between attunements) then “swap” back to the shield as I wanted to as long as it had charges remaining and the timer had not run out – I don’t know if that would need a 5-10 sec cooldown or not? However, the conjure would still work the same as is for anybody else that picks it up off the ground, even other elementalists.
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I don’t like the map for a couple main reasons:
- The Direct Lightning skill from the skyhammer is too good. Just comparing it to the trebs on Kyhlo the hammer seems to hit for a little more, has a larger impact radius, way easier to target (why?), you can’t dodge/block it, and it’s a knockdown. Also, fighting up there is just a chore for some classes against other certain classes.
- Too many areas around the map (especially the side points) where you can be CC’d off the map. You end up severely limiting where you can position yourself if you don’t have stability readily available. It wouldn’t be so bad if it was a couple areas, but it’s everywhere!. I don’t understand the need for the glass to break so easily by just walking over it – you should need to use a blast finisher or projectile or something. Also, the side points to me are just too small… why do so many capture points not only have a small cap circle, but they are “walled in” so close to the circle as well (that is an annoyance for the conquest design in this game in general, and why Foefire/Kyhlo are the only two maps I really enjoy).
- It is the only Spvp map where I get some type of rubberbanding every so often. I don’t know if it’s the jumpads or what.
- As others have said some classes just have an inherent advantage with the way they are designed.
Would be great to get a blacklist option for 1 map or something in Solo Queue. Then I would just have to put up with Spirit Watch where some classes still have skills unaffected by carrying the orb for whatever reason.
Yes, groups of people will join a server and try to all play on the same side. That is when you leave, and move to a different one. I can not even fathom wanting to do that, but let em live if that is what they want to do.
To be fair, though, there are groups of people that join the same servers in hopes of just having fun; where most of the time they end up fighting on opposite sides, but sometimes the same issue pops up that you speak about.
It is hotjoin, so there is no penalty for coming and going as you please. When I see it happen I’ll stick around for a game or two to see if they get bored of being lame, and leave if need be.
Some internal thoughts on the necro
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-Dhuumfire
We know there are problems here, but again this condition helps those conditionmancers get over the top and is really what brought them into play in a lot of parts of the game. I think the real problems with this trait are:
1) Having to put 30 points into the power line as a condition necro.
2) Requiring crit on a 30 point trait in a line that does nothing to improve crit chance.We talk about a lot of different versions of this trait including moving to master tier, making it on hit instead of on crit, and reworking the numbers to making it more reliable to use and to counter.
All of this back and forth could upset a lot of balance, but if this moved down to master tier Terror would almost certainly be moving up to grandmaster to accommodate. At least then condition necromancers would be 20/30/x/x/x, which just makes so much more sense. The biggest thing holding that back is the lack of a replacement grandmaster in Spite. We aren’t huge fans of weapon or utility type specific traits at this tier otherwise an improved Axe Training might have a shot. This is the crux of the damage necromancer problem right now, and we will talk about it more next week so any discussion on it here will aid us in those talks.
Is there any consideration going on about removing burning, and making the trait apply torment on crit or hit in it’s place? Work the numbers to come out around the same, and you have 1 less condition that wasn’t needed in PvP on top of torment , and might even be a PVE dps buff on group fights since Necro wouldn’t be competing for burning applications (torment isn’t going to reach cap, so would get the full ticks). This would make moving terror to GM and the new Dhuumfire down to Master tier even easier.
My starting guess would be changes to Unsuspecting Foe and/or Merciless Hammer – either they get moved or have their values diminished. Also, might see healing sig’s baseline heal scaled back by a tiny bit, and maybe scale better with healing to keep in line for such builds. I wouldn’t be surprised if cleansing ire is changed to require a hit, and burst skills drain adrenaline on a miss at some point too.
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I just want the person(s) that thought something was wrong with immob to begin with to come on the forums and explain the change thoroughly ….. it was already powerful as hell in the right hands. Now we go from at least what was a skilled co-ordination (or luck) to get it chained to just faceroll smash stacking it. If it were the only movement impairing condition in the game MAYBE….. but this is why you need a PTR instead of making us test crap live for 3 months. When do you learn from past mistakes and move forward?? Why is it dejavu over and over and over and over and over and over…. ……… ….. and over and over
Its never ending supply of being able to puke out the same condition, stun, boon, etc. over and over where if you miss or mess up you aren’t punished…. powerful skills with crappy or no animations to counter……AI focused on brainless damage instead of utility…..why is this ok?
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Having the same issue – would there be any planned fix for this before reset, or maybe change to a different achievement?
You’ll see changes to rewards in general come in a number of different phases/steps to the PvP system. Our goal is to get the base core reward updates out by the end of this year, but it’s going to come right down to the wire for testing, engineering and localization so we can’t promise, that’s just our target.
We’ll go into greater detail on larger systems beyond the basics in January as part of the state of the game blog so you know what we’re building towards, we’re still early into testing and development to go into too many details.
I’m hoping this means part of the change will include the ability to wear the skins earned in Spvp in the rest of the game. I’ve always thought that would be a win-win for Anet, as a lot of people only Spvp most of their time in game, and it sucks going into WvW/PvE and having your character looking like crap, because you don’t want to spend the time needed to gain the skins there (gold, dungeons, crafting, etc.). So, this would maybe “cross pollinate” more folks from PvE into Spvp & vice versa. Yes, other changes are needed for Spvp to grow, but this would only help.
The rest of the changes should gear towards having more exclusive skins for Spvp, and
of course more/better ways to use glory, and having less worthless items taking up inventory space (rank tokens, arcane orbs, glory boosters – which would be fixed by having uses for glory).
It’s zerk warrior killshot build – it’s really not even close. Build: http://intothemists.com/calc/?build=-s707w;0RKkN0o-RL-60;9;4T;09T49A;41;057A5-F66;1G3G3G3G35Bd
It isn’t uncommon to land 13-14k killshots on other squishies, and still high numbers on high toughness opponents. Stack might with FGJ and elite. If you aren’t in combat to trigger Empower Allies then you might want to lead with Brutal shot before going for killshot to get the extra 150 power triggered (plus the vuln helps for higher numbers). Axe, will still hurt if you get in close range. Volley will hurt too from the Rifle. This will work really well in hotjoin if you are patient and stay wary of opponents position and your own. Not sure about solo queue, and you’d be targeted hard in Team Queue. Obviously, there is no stun break, and shield is your only real defensive action, so play smart.
Oh, and don’t forget to make the Warrior race an Asura – short as possible :P.
If they could at least make the cannon fire dodgeable would be a start to making the map a bit more enjoyable (the damage + ease of a skillshot + a knockdown = crazy). Also, it is the only map that causes me to lag and/or rubberband. I’m not a fan of all the potential ways to fall through the map either (just a tad excessive IMO), but I wouldn’t expect that part to change now. All that said I would be very pleased for it to leave the solo queue rotation, and stay in hotjoin.
I don’t think you’ll ever get the average player in GW2 to really play spvp/tpvp when the TTL can be so low. I just don’t see that ever really changing, and I think it is very discouraging to a decent % of the players that give the gametype a chance; unless they want to run around in tank builds, and enjoy doing so. However, not many want to do that I suspect, and they come in and get condition/fear bombed by a Necro, locked down by a warrior, bursted by an ele or thief, etc.
With what can feel like little to no defined roles in Hotjoin & Solo Q play combined with the low TTL I believe it turns a lot of ppl off from the gametype.
No, it shouldn’t be. It is their system that is failing. If they had a big enough problem with it then they should have fixed it by now (if it was important enough it would have been).
No, I do not condone the practice. No, I do not partake in this kitten nonsense, but see above.
The easiest/best way to gain glory should have never been in hotjoin anyway. It needs to be and should have always been tourny play – and by that I mean a significant margin.
- Edited – I was reading some of the responses, and apparently I can’t spell the correct form of “their” today. I did that at work in an email (twice) too, and caught it just before I sent it out lol. Meh, it happens.
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I have it but it’s pretty empty.
Same here – I just got it tonight, and there are zero dungeon parties, and only a couple for fractals. The rest of the groupings are empty as well. There must still be a low # of users, or folks are just ignoring it for the most part.
No, the graphics and feel of combat are nice, but everything else is lacking. It’s sad that it has been a year now, and we are stuck with a lot of the same issues since BW1 – AI easymode, AE, clutter, more AE, faceroll evade, condition, tank specs, etc. Still I was optimistikittenil I read the Pax interview, but it didn’t surprise me what was said either. I’ve barely played this year anyway having gone from just rank 42-45 since the start of the New Year. I’ll remain hopeful that something great will come along. Expect the worst, and hope for the best. Good luck.
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Uhhhhhh, grats?
/cast attention Cuddlepie
“Cuddlepie pats self on the back repeatedly”
/stopcast attention
How can somebody be this disillusioned about the game; try seeing the big picture please.
They need to nerf/change/remove the reliance on AI damage in this game anyway, and then buff accordingly (Ranger and Mesmer would be the obvious ones most affected). I wish developers of all games that wish for said game to be competitive would realize this, and make AI about timely support if they feel it necessary to have it in their game. Passive (brainless) damage just doesn’t fit in this game.
I like the idea of comparing to boxing. The top 6 (HeavyWeight) should all stay together and face each other in random matchups. The next 9 (MiddleWeight) should do the same, and the the last 9 (LightWeight) the same. Instead of this junk where it seems at least 1 T3 or even lower server has to face at least 1 T2 server every week.
FA and DB might not like being stuck in the top 6, but the fact is nobody below T2 can even come close to matching up with these servers above them. Everytime TC/FA/DB have faced servers below their tier it’s been a bloodbath… coverage is completely unmatched.
Good question, and the answer is it should be; especially with the time it will take even the above average player to reach max ranks (not to mention more are being added, and I’m sure even more to follow). But, as with most things in this game PvP related, A-net has wayyy overestimated what the intended grind should be. Lets not even get into how it promotes more blobbing, karma trains, lag, boring/poor gameplay, etc.
Common sense incoming…..3…..2…..1…… dammit they dodged it!
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I’m curious when the GTX 800 series launches with ARM tech and how much of a performance gain we get in CPU bound games such as GW2. Of course with this engine probably not much, but here is to hope :P.
They can’t do it due to technical/bandwidth limitations… you know this.
Yes, and it’s why we need a queue system.
I’ve seen somebody post it before, but the glory/rank gain should just be tied to the final score. Something to the effect of winners receive 50% the final score + a new win streak bonus for tournament play . Losers would receive a smaller % – maybe 20% or so (actual %‘s could be played with here). You could leave or eliminate the top player bonuses. Maybe, just maybe it would help teach players in hotjoin how to play the game more proper (especially with solo queue coming in). I just get a stomachache every time I see a game where blue wins 500-350, but every player on Red received 3x more glory in the match for just zerging. Of course if you bring it up most folks tell you straight up that they don’t care about winning; they just want the glory… wrong?!?
At this point I would say glory/rank should just be tied together, thus making the booster also affect rank gain, but that all links back to the issue of having too many worthless items sitting around (tiger/bear/etc. tokens, glory boosters, orbs, finishers).
You guys are still missing my point, in that it’s perma stability against power builds under 25% who aren’t bursty enough to do 25+% of someones attack in a single swift move. In addition to that it makes setting up neigh impossible because you can’t immobilize, fear or what have you to land it, so they’re free to evade, block, swiftness away (they can snare you but you can’t snare them and many engies have perma swiftness). Defend it all you want, but the problem isn’t just that it counters the condi meta. It’s just all around too powerful.
That’s why so many engineers were running it before the condition meta we are in. An engineer under 25% is prlly sitting at around 4.5k-5k hp. Most power builds can setup some kind of burst to take them out. If you read the engineer forum and have played an engineer (as I already said and others) you’ll see where automated response wasn’t taken over other traits because it didn’t help vs burst and other traits would be better of to be taken. Now with all the conditions it’s a little different (and its already been nerfed/changed). It’s been in since release, and it’s not just a coincidence that it’s being whined about so much now.
@Zelulose Necros have
-Consume Conditions
-Well Of Power
-Deathly Swarm
-Plague Signet
-Putrid Mark
Oh and btw these are all conditions except for deathly swarm which is still pretty good I am not even going to get into traits but if a necro is griping about condition removal just NO.Why does my engineer list feel longer?
Longer does not equal stronger…. wow.. just wow. E,g, Cooldowns, potency, meh I’ll just stop.
I don’t main an engineer, but watching people try to whine about it when they haven’t played it for a good bit hurts my head. That goes for a lot of threads that come up on these boards, and it seems to only be getting worse.
The more interesting part is that engineers already have enough condition removal.
With the elixir gun kit alone, -Fumigate- and -Super Elixir- remove plenty of conditions.
The healing kit has -Drop Antidote-. I will list the rest:
Skills
-Cleansing Burst
-Toss Elixir R
-Elixir C
-Toss Elixir C (the profession skill)
As for traits
-Cleaning Formula 409
-Transmute
-Automated ResponseI understand condition removal, but considering what Automated response can do alone, isn’t this too much for one class?
You obviously have not played an engineer…… first of all fumigate only removes from allies. 2ndly, most engineers aren’t running that much condition removal, and even if they are they don’t have as much as some other classes can bring on demand. Automated response is fine – just stop. It’s a counter that this game still needs.