If they added boon duration it would help make it useful for a few builds.
qft
just add boon duration to the set as a compensation to magic find…
just introduce Better AI that cast CC before the big hit or one that actually bothers to get out of AOE and one that use positioning, i.e. all the opponents in the same spot? time for huge unblock-able cleave hit…
this will sort the real skilled players who can run 5 zerkers ( only oranic teams with TS will be able to pull that out) and the zerkur wannabies that stack behind walls and drop dead on the troll….
krait stole my bike…
new race? no, all the races are the same anyway.
new class…. maybe that will just force me to pay gold for gems to buy another slot…
todays conversion is 9 gold ~99 gems.
9 gold is cof1+cof2 +ac1+ac3+se1+se3
just from the rewards without drops.
one week of runs is a new bank or character slot etc…
Equi donati dentes non inspiciuntur
people like to look a gift horse in the mouth.
But then you wont spend money to get gems so you can add more character slots.
Working as intended.
lets not get crazy here… i will spend in-game gold to get gems to buy character slots.
no real cash…
4/5
fractals: they should make all living story temporary content to fractals marionette fight, the whole lions arch event and other instances that we had.
also dredge…
combat-log: add critical notifications, add healing, add condition damage add minion damage.
dungeons: remove trash from leashes and increase fine drops for trash. also smarter bosses.
this talk is futile
in PVE CC is ultra weak, and stability is a situational nice to have perk but you can manage without it.
if you having a hard time vs CC or stability just get a boon stripping trait/attack and get some melandru / hoelbrack runes.
because then Guardian would have been OP and we cant have that aren’t we?
just elitism.
15 sylvari
I agree with the OP. and i agree with Rope everyone should play how he want.
and there is a very easy fix for that.
remove mob leash in instances.
once you aggroed a mob it should pursue you until it is dead.
fixed…
no more blind skipping ( smart skipping by experienced players without aggroing is fine)
an even better fix for it is increase fine mats drops from trash in dungeons, just like the dredge fractal run gives you 25-30 loot bags for a run, same should be in all dungeons.
so people will have incentive to farm dungeons.
full run of Arah should give you 30+ bags of tier6 mats.
also the last change will force Anet to remove infinite spawn mobs from their dungeons, which is also a good thing.
mace is a slow damage weapon mainly used for healing ( auto attack and symbol 2) and tanking AOE block on mace 3.
the main problem of mace is that hammer is overall better damage, better AOE damage reduction, and if you manage to trait it also for healing symbols a superior healing weapon ( because not only you have perma symbol with perma protection and perma healing but it overlaps, so you easily get several layers of symbol heals and symbol protection)
even when it is traited for extra 5% damage and 250 healing power, it is still not worth it because you waste precious trait points.
and i love the mace/shield aesthetic combo, but it is simply weak for PVE.
i suggest to read obals sticky and take a good look on hammer guardian build.
then tweak it as you wish.
i find it is easier to PUG 10/20/0/30/10 build with shouts than his actual build, but the concept is the same.
yes.
15 asuras
will read again +1
edit?
IAENTWEBSGTTSPCLAS?
(edited by Lalangamena.3694)
in every other normal MMO or game in the genre,
the crit rating usually varies between 5% to ~30%, when it is very hard to reach 30% to crit.
usually most of the classes being somewhere between 15% to 25% to crit.
there are skills or effects that allow the crit to be higher 50% or even 100% but these are only for a short time/next attack etc.
this allows the game to be tactically deep, when you have to chose skills and face the consequences of being interrupted/blocked etc.
the ability to easily reach 100% crit in GW2 is broken beyond repair.
now about critical damage.
in every other normal MMO, critical damage is 150% in general, but some classes have skills or traits that increase the damage to 200% ( damage * 2)
GW2 is the only MMO that you could reach higher percentage unbuffed.
150% base +30% traits +62% from gear = 232% damage before food and banner. 257% after food and banner
the damage scaling is insane.
critical should be capped on 30% + 20% fury, no more than 50%.
critical damage should be ‘balanced’ even more, it shouldn’t be above 200% unbuffed under any circumstance.
they have the “effects LOD” option on the graphics menu,
but unfortunately, it doesnt do anything…
it is an old issue
https://forum-en.gw2archive.eu/forum/game/gw2/Reduced-effects-You-sure
+1
15 chars
should be 21 to 1 IMHO.
15 to 1% is too high…
" in a good place" 
who?
I hope they will fix givers/snowflake gear and make boon duration a stat just like ferocity.
the changes are good changes,
at least guards don’t get a sigil on grandmaster trait….
very excited
cant wait for them to happen.
very good changes
at first i was like " WTF is this 3K HP in honor?"
but then i thought some more;
actually some of the changes are really nice, they are situational , but nice.
you also have to remember that you will be able to switch all your traits on the fly!
that means if the content requires you to have 6K HP more you go honor.
need more aegises for the whole party? you go valor
targed immune to regular damage but vulnerable to condi? go zeal.
need provide many dodges to group? instantly go virtues.
I think the new traits add a lot to guardian ability and increase its kitten nal of options to every encounter. also WWW commanders will go for the extra 3K HP no brainier…
Trinity was removed and wasn’t replaced.
it wasn’t really removed, they just removed two thirds of the trinity roles to be available to players.
they left the DPS role to played by the players.
walls and pillars play the tank role.
dodges, blocks and going out of combat are doing healers role.
thats why the game is boring.
they TOLD, they removed the trinity. the didn’t. so playerbase had to work around it.
on the contrary!
all open world roaming weak champions should be updated to the giant of nageling difficulty.
if they make CC more viable and improved mob AI at least as it was in beta.
it will introduce more build diversity.
why?
it is still the best DPS gear.
I am keeping mine.
Ty Anet for the upcoming changes.
after i have read more at dulfys about the changes
http://dulfy.net/2014/03/21/gw2-ready-up-episode-8-developer-livestream/
this is going to be one of your best updates for the game.
cant wait to hunt all the new traits and experiment with all the new runes and sigils.
keep up the good work.
I hope you read this on saturdays
also please remember to tweak Mob AI so they wont be so stupid…
Power creep in a game with already trivial difficulty is worse.
this one.
and the nerf is really insignificant. because berzerker is still the top damage build.
it is not like soldiers or magi going to be the next meta…
there are huge bunch of people on these forums who don’t even understand the reason for ferocity change…
you think it is about berzerkers? no it isnt, it is not about your precious autoattacks while stacking, hiding behind the zerg, you will still be able to do this.
it is about powercreep.
the powercreep that was introduced with the ascended gear, and made a raw percentage to scale much faster than other stats.
that is why they needed the change and it was inevitable.
the “berzerker” build nerf it just a bonus.
it is free 500 healing power for cleric/magi/apothecary builds.
nothing wrong with that…
actually pretty nifty trait, i will probably use it if i get bored of my 30 fire zerker build.
the problem is that this trait in honor line and not in valor line.
i have to chose between battle presence / pure of voice between this new trait.
it is not that good for a healing tree, it should have been in the tanking tree instead
(valor)
a good honor grandmaster is , aegis grants 5 seconds of protection and regeneration on removal, so you can buff your party a little with retreat, good synergy with shouts and some pure of heart
(edited by Lalangamena.3694)
this is a good change, too bad it wasnt on release….
Zerker isn’t the problem, it is a symptom.
+1
this.
Oh, right. Condition build lupicus solo
I rest my case
it takes zerkers ele 4 minutes
https://www.youtube.com/watch?v=6vyKIIKsSNs
goku – another (legendary?) ele , took him in 2 minutes.
https://www.youtube.com/watch?v=VjWo9nbu7v0
which is almost four times faster than the condition way…
for warrior it takes 5 minutes, again faster than conditions
https://www.youtube.com/watch?v=Rdb33Jr-Wyo
and it is not that i am slower but safer in the defensive approach.
there is NO correlation between survival of a group and defensive build!
on the contrary, defensive build/gear hinders you, your overall performance is worse.
a good player and a mediocre player, both will be better on highly offensive build. in PVE playing defensive is harder, because your are limited by cool downs (as there is no mana or energy ) and you will be attacked faster than your cooldowns will return, and you will always heal less than the mobs/boss hit.
so time is playing against you.
it is different in PVP, because in PVP you can use your dodge/block on 100blade/heartseeker and then heal the auto attacks , because they are more or less in the same magnitude of the heals.
also, there is no lvl 70 fractals
http://wiki.guildwars2.com/wiki/Fractals_of_the_Mists
level 50 is top level.
moreover, take a good static fractal group of guild that run together levels 40+.
retrait them from damage builds to healing/support builds. in sentinel/cleric/magi/ givers/apothecary etc… gears and see how they manage to complete the fractals.
it will be tremendously harder for those players to run the same content.
I am not against active combat system, I like it very much, I just cant play any other game after i got used to GW2. ( and i tried…)
but the diversity of builds and armors is a lie.
they could just delete all armors completely leaving only berzerkers, at least there would be less confusion.
- in PVP and WWW, there are pseudo roles and armor differences, but in PVE nope.
- split the game between PVP and PVE as two different game modes.
- profession re-balance for each game mode
- gear re balance for each game mode.
then we can talk about adding PERMANENT zones and dungeons
then we can talk about GVG map for WWW
then we can talk about new sPVP map mode ( capture the flag instead of king of the hill… hello…. )
Moral of the story? Learn to play? I guess.
moral of the story is that there is no real build diversity
in PVE, conditions are low DPS, and defensive stats cost too much and don’t scale well.
so L2P = wear mostly Berzerker , if you are low HP Class like ele, you can throw in one or two Valk pieces or knight pieces, just to be above 1 hit KO.
but god forbid wearing anything else for dungeons.
investing in healing power, severely slows your team
going ‘balanced’ soldier = mildly slows your team
going condition damage = OK if you’re the only one, very bad if you have another condition traited member. (also i still want to see condition class solo lupi…)
going condition duration for CC = severely slows your team.
i have two gear sets on my guardian, zerker and cleric.
and i constantly switch between them, ( because berzerker is efficient, and cleric is how i see the guardian in my mind… )
one day i am using obals DPS build and i can carry an average pug easily, because we can kill the enemy before we run out of our blind/aegis/personal heal/ WOR .
another day i feel like going healing, and i see all the green numbers, but they are useless…
if the PUG is bad, i contribute nothing to the goal and the run is very slow, who cares if i am the last to die?
if i cant really heal up the constant damage even with 2K healing power?
if the PUG is good , they don’t need me and i am again contributing very little to the group effort… because the only thing that matters is DPS DPS DPS, utility is important also, as long as it doesn’t reduce your DPS.
we are in catch 22 here, if healing power , toughness and condition damage will be re-balanced, it will break sPVP. but if it will be left in the current situation then the PVE is boring broken….
updates? features? content? class balance?
it took them year and a half to make a beta group finder tool…
the combat log is useless from release!
where are my critical indications?
where is all the conditions data?
how about the minions damage?
and what happened to healing info?
Condition builds dominate heavily in pvp too, right? Is that a bad thing?
this.
the source of the problem.
me, and lots of other people, don’t consider PVP as a part of the game.
why? because ANet themselves don’t consider it a part of the game,
→ PVP is a segregated self sufficient hub not connected to the GW2 world.
→ PVP dont have levels, you get lvl80 toon instantly.
→ PVP dont have the same armors and weapons. weapons and armors don’t have stats they are just placeholders for runes and sigils . the stat com from pre-defined amulets with slightly different stat than the rest of the game.
→ PVP dont have the same runes and sigils.
→ PVP dont have crafting. anything that you can craft in GW2 you cant use in PVP.
→ any item or skin you get in PVP you cant use in GW2
→PVP dont have economy and trade post, because you cant use anything from tradepost in PVP and vice versa.
→ there is only one boring PVP mode (5×5 capture area and hold it for points) that duplicated on seven maps.
and with all the above, we get class balance for WWW , open world PVE and dungeons PVE forced down the throat by the PVP balance team…
as they are separate games they should have separate balance.
post LFG and find two more people to run story with you.
i strongly disagree, because they are extremely weak,
chills are way too short to have any impact on a dungeon or fractal fight, immobilize is single target and bosses practically immune to it due to defiant and unshakable.
if anything should be done, is that immobilize and chilled should be extended
( actually doubled in the basic duration) to be meaningful.
also, what is this “prevalent condi meta” you are talking about?
nobody want conditions in their dungeon, you cant even use them in ANet latest event ( the knights…) half of the fight.
also, there are many wrong things in this game, one of them is sPvP balance forcing itself and hindering the rest of the game.
for all classes while leveling:
power
vitality
toughness
condition damage
precision
take critical damage or condition damage only if it a secondary stat and the primary stat is power/vitality and never ever take gear with healing power
while you level up , precision on blues/greens have very little impact , so it is better not to have them.
snip… I remember in AION whenever I tell my party I’m a DPS-spec Cleric, I get booted 85% of the time.
whenever I say that i am apothecary warrior or cleric elementalist I get booted 85% of the time.
also, this game was not advertised as an action FPS. it was advertised as a revolutionary MMO where each class can be anything ( healing rogue, tanking ranger etc..)
what we got is that every class must be DPS instead.
with so much healing, don’t you think that battle presence is better than writ of persistence?
you heal in 600 radius while running, no need to put symbol.
its not the “holy trinity” ,
holy “trinity” was made by blizzard by eliminating specifc roles for buffer, debuffer and CC that were in the original everquest and different older games. they just gave these roles to other roles, now DPS could also CC, tanks could debuff and healers could buff.
GW2 thought they are making the next step when they allow all classes to heal, to tank, to CC, to buff and to debuff,
which is an awesome idea by itself, but they forgot to make healing and bunkering useful for players, and the introduction of defiant made CC and debuffs useless on bosses.
so we left with DPS and DPS that can buff.
which is what cause the boring game….
everything except " Trash mobs should die in just a couple of strikes"
you should fear trashmob, they are scary beasts with inhuman strength or weapons.
you should respect trashmob, you should look behind your shoulder when you walk through the forest in the dark….
you should think twice before jumping on a trashmob patrol alone…
also any kind of death penalty when you revive via waypoint.
regarding conditions, my personal opinion is that conditions are too abundant, even power builds have conditions.
conditions should be less common, and have more damage per condition.
classes ( except necros) should be traited properly before being able to use conditions.
for example:
non traited weapons should do basic damage only,
if traited in power line, they will do more damage, if traited in precision line, they should crit more often or crit harder.
if traited in condition line, it should inflict corresponding condition and rarely more than single stack.
for example warrior using MH sword auto attack:
basic auto attack damage 160 damage.
basic auto attack while traited in power line is 202 damage.
basic auto attack while traited in condition line is 160 damage and 1 stack of bleed
warrior using offhand sword impale:
basic impale damage: 168
impale damage if sword traited in power line→adds rip: rip the sword for 643 damage
impale damage if the sword is traited in condition line: 3 stacks of torment for 5 seconds. etc
I miss roles,
melee dps, range DPS, buffer, debuffer, crowd control, healer, tank.
if you don’t like the term tank, it can be replaced by “control” or “bunker” whatever…
each role is lacking but together they supplement each other.
we were promised ROLES not role…
i am still waiting.