Showing Posts For Lalangamena.3694:

What about less visual effects on the screen?

in WvW

Posted by: Lalangamena.3694

Lalangamena.3694

they should add “remove particle effects” option…

https://forum-en.gw2archive.eu/forum/archive/suggestions/Option-to-disable-particle-effects

wait what?

Choose your own Fractal

in Fractals, Dungeons & Raids

Posted by: Lalangamena.3694

Lalangamena.3694

if you will be able to chose fractals people will choose the “path of less resistance” and fractals will be a glorious cof1. ( lf WAR zerk only) etc

Some Warrior thoughts from a warrior.

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

am i the only one who think that warriors should simply do little less damage?
as in compared to glass cannon thief?

warriors have the best armor combined with best HP combined with good self condition removal (third place after guards and eles) and exquisite mobility ( second place after thiefs).

and they also have the best DPS ( as in burst and sustained) in the game.

it is only logical that their damage will be tuned down.

Revised: Commander fix AND $$ for Anet

in WvW

Posted by: Lalangamena.3694

Lalangamena.3694

change all the boons, heals and combo fields be inside party.

allow only commanders to create “squads”.

tier 1 commander 100g and rank 30. can create squad of 20 people
tier 2 commander 100g and rank 100 can create squad of 40 people from two 20 people squads ( requires 2 tier 1 commanders and third tier 2 commander)
tier 3 commander 200g and rank 500 can create squad of 80 people.
( requires 4 tier 1 commanders, 2 tier 2 commanders and one t3 commander)

all support skills i.e. heals, boons, cleanses and combos which are initiated in a squad affect only squad members.

Dredge Fractal(Game Mechanics Development)

in Fractals, Dungeons & Raids

Posted by: Lalangamena.3694

Lalangamena.3694

the only thing they should do is stop the endless respawns, both on the first room and on the bombs.
the endless respawns is what make people to exploit and frustrate many people.

make it 5 respawn cycles on normal difficulty. and add one cycle for each 10 levels for 10 respawn cycles for difficulty 50.

the players will have choice, do a quick but risky run with coordinated CC, or slow but safe pull of each spawn.
then highly coordinated party will be quick run, the PUG will take longer but will not be as frustrating as its today.

warrior vs guardian

in Warrior

Posted by: Lalangamena.3694

Lalangamena.3694

For a versatile character with many options and a challenging playstyle, pick guardian.

For faceroll, pick warrior.

+1

HARMONY: Bringing PvE/PvP into tune

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

agree with “new defiance” concept, but it should be a master/grand master trait under protection or healing trait tree. each time you are a subject to CC you gain one stack of defiance.

and not a default state of character as it will make the DPS meta even more prominent.

cant agree with “guts”
i think perception should scale much much lower.
in every game in MMO industry critical chance of 25% considered high crit chance for high DPS builds. ( 10%-15% is the average)
in this game it is not hard to reach 100% build with perma fury, and 30% crit is the “average” for tanky/support builds.

Warrior Immunity concept.

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

You do realize high health and armor are not exclusive to warrior right?

yes they are…

Necro has as much HP as warrior, but half of warriors armor.
Guardian has warriors armor but half of warriors HP.

so yes, only warriors have both high health and armor,
and damage, and mobility, cleansing, healing etc…

I also play warrior, and saying that warriors are not very capable in every aspect is pretending innocence.
(I am not saying OP because it is very emotionally charged word…)

Balance suggestion- base rating and scaling

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

title changed to match the topic,
also, why not to contribute?
because my ideas are remarkably eloquent and so well put that you must agree with them.
or because they are raving nonsense?

How to Fix World Vs World.

in WvW

Posted by: Lalangamena.3694

Lalangamena.3694

Ten Suggestions that are desperately needed
1. Now that we have EOTM as an overflow reduce the maximum number of players each server can field in world vs world. If your server is super stacked either go to EOTM and wait out your que or destack on a lower pop server. Why do this? It will even the playing field.

* it is better to soft cap the population according to the DEFENDERs numbers,
so the invaders will not be able to huge zergblob the whole map in low population world or off-time .


Eternal Battlegrounds map should remain the same because war is unfair.

2. Change the way points are gained a cross between the SPVP system of rewarding points for kills of other players and change Point captures to a 1 time thing. When a tower is captured that is 10 points not 10 points every 10 minutes. This system still rewards you for capturing the point, but prevents players from night capping and things ticking all night long. If you want to keep the old system scale it back to 10 points every hour or so. There are so many good reasons why this is a good idea.

*this is actually a bad idea, because this will just make the enemy zergs stand peacefully near a tower and capping it in turns , it is better to have the “defend the xxx” event to reward some WXP to make it as profitable as capping the objective

4. Give players a reason to win World vs World. Currently there is not much incentive to win other than to say yeah we won.
* agree, my suggestion to implement full scale 1 hour invade to the losers world on reset night stays.

5. Please implement a raiding system like found in PVE in other games for World Vs World. And extend LFG to World Vs World.
* not sure what “raiding system” is but maybe hard capping squads to 25 man company or 50 man regiment, where you make two types of commanders company commander and regiment commander (which requires WvW rank 100 and another 100 gold) will help

also think that players should not see the whole squad grid on the GUI, but seeing your squad mates on the map in purple/pink/green dots is required.

9. Implement an Alliance system.
* why? what will it achieve? guilds today make alliances and use same teamspeak , share commanders etc…

Guardian Support Build - Trinity Build

in Guardian

Posted by: Lalangamena.3694

Lalangamena.3694

2 water+ 2monk +2travelers >> 6 soldiers
the condition conversion from pure of voice usually enough.
i run this build sometimes when i want a slow run.
EDIT:

your video is WWW, sorry….
then yes, soldiers.

Stacking & Zerging

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

remove the AOE cap, and WWW / open world zerging is fixed.

add mobs cleaves and PVE stacking is fixed.

Balance suggestion- base rating and scaling

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

vitality
base vitality for all classes is 916 that comes over base health.
maximum obtainable vitality is 300 from traits , 1003 is from complete vitality gear, runes are another 165 for total 2385 vitality, each vitality point is 10 HP on level 80. which leads to 23850HP increase.
then we halve the base: 458+300+1003+165=1926. the maximum remains: 1926*x=23850 x=12.38 so each vitality point will add 12.4 health instead of 10.

toughness
base toughness for all classes is 916
maximum obtainable toughness is: 300 from traits, 1003 from toughness gear, 165 from toughness runes, for total 2385 toughness
damage equation is: Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)
Armor: is base (armor + toughness), where base armor and toughness have ratio of 1:1 i.e. 2385 toughness are 2385 extra armor.
we want the targets armor to remain the same while lower the base toughness.
458+300+1003+165=1926 toughness that have to represent 2385 armor 2385/1926= 1.238
so each point of toughness will add 1.24 armor rating instead of 1.

healing
healing dont have standard formula, each healing source ( skill or effect) have its own base heal and it own scaling.
healing also dont have 916 base rating but 0, which actually makes it easier.
maximum obtainable healing is: 300 from traits, 1003 from gear , 165 from runes which is 1468 (i will ignore signet of mercy and banner of tactics bonus, as they are not persistent)
for example, the current “ether feast” healing skill heals 5560HP base (scaling 1:1) and for each active illusion 640 (scaling 0.1:1)
so for 1468 the skill will heal 5560+1468=7020 and for each illusion 640+146= 786.
lets recalculate the same skill with half the base heal 2780 with zero healing power.
2780+1468*x=7020 —> (7020-2780)/1468=x x=2.88 ,320+146*x=786 -->(786-320)/146=x, x= 3.19
so the new “ether feast” healing skill will have base healing of 2780 but will have 2.88 scaling coefficient with healing power and for each illusion it will heal another 320 but with 0.319 scaling with healing power.

this way people that will not invest at all in defensive stats will be more vulnerable but their damage output will not be decreased, while people that do invest in defensive stats will see that their investment worth something while not being overpowered.

boon duration is little tricky because of direct percentage increase instead of an attribute, which also leads tha? rune bonus is the main bonus while gear bonus is negligible, for boon duration i would have standardized it to attribute like ferocity and fixed givers gear to match the new stat instead of 1% boon duration.


TLDR
the game balanced around base defensive stats and high offensive stats.
low defensive stats does not significantly decrease your survivability and high defensive stats does not significantly increase your survivability, because if they do, they would have been OP.
low offensive stats do significantly decrease your damage output in comparison to high offensive stats.

my suggestions is to keep the current obtainable maximum for defensive stats like:
vitality
toughness
healing
boon duration.
but reduce the base rating and increase the inside scaling.

Balance suggestion- base rating and scaling

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

base ratings, maximal ratings and scaling versus the meta.
there are several threads that discuss the topic of lack of viable build options in the current “meta” and debate whether nerfing berzerker will be the salvation or the doom of the game.
as we all know, the berzerker “meta” is lucrative because damage is everything and if you only invest in damage, with the basic sets of survival which include
two immediate dodges , occasional vigor ,protection, regeneration and aegis boons , some blocks and reflects and innate healing abilities are enough for a “decent” player can conquer almost any content in the game.
we also know that the opposite is not available,
a person that invest only in protection (toughness, vitality, healing power, etc) will not get the same return on his investment, he gains very little survivability while losing lots of offensive power, making his build ineffective.

the reason for this is that the game balanced around base defensive stats and high offensive stats supported by dodging, which means: you can heal yourself very well with basic healing and boon duration stats but you cant deliver any damage with low power or condition damage.

In this post I will try not to deviate from the current game mechanics but to suggest that a different approach to base ratings and scaling can open the game to different viable builds and in the same time not renouncing the berzerker from being the top of DPS.

I suggest, reduce the effectiveness of the base ratings of the following attributes by approximately 50%:
vitality
toughness
healing
boon duration.

and increase the direct scaling while more or less maintaining the current maximum without consumables.
for example:

The AI needs to dodge for PvE to be fun

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

dodging for mobs is too hard for ANET to code if they cant even make the mobs get out of red circles…

WarHorn!

in Necromancer

Posted by: Lalangamena.3694

Lalangamena.3694

I pondered this question myself, what offhand horn or dagger? and after posting a topic in this forum and then trying both:
warhorn is insanely good with “banshees wail” trait, and borderline useless without it.

the trait gives you 15 seconds of applying 3 sec cripples to 5 enemies around you each second! , and each tick gives you 1 % of LF, in a good situation it can refill almost half of your lifeforce bar and tag half the zerg just by running thru the enemy… ( if you manage to live)
and you can recast this beauty 9 seconds after it finished!

the 3 sec daze is also priceless, but you need some skill to land it properly.
most of the time i use it badly or only on one person, but sometimes when you manage to daze a group. it makes the fight…. because unlike ele static field, it doesn’t have red circle on the ground, so a surprise daze can really ruin somebody else day,.

Critique my "Poor man's" Guardian Build

in Guardian

Posted by: Lalangamena.3694

Lalangamena.3694

ok, two things:

in my opinion,

1)if you go for justice is blind, you must reach renewed justice in order for it to be useful. i would go for 0/0/30/30/10 since virtues 10 gives you so much utility for the points. master of consecrations for WoR, vengeful for 1 vs 1, subconscious for WWW, and unscratched contender for easy content.
if you go for 15 in radiance you have to chose only one between AH and Pure of Voice.

2) don’t invest in cavalier pieces the raw % crit damage soon to be normalized to rate of the other stats which will almost halve its potency.

[all] Balance Base Stats between Professions

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

in a proper balanced setting, high armor / high HP classes are effective only on melee range.
low armor low HP classes are effective on longer range.

AOE damage should be lower that cleaves and cleaves should be lower than single target attacks.

in our current profession balance, hight HP high armor classes not only can use ranged weapons , but also easily overcome the gap between melee range and long range and deliver very high damage.

the most high hitting attacks are the ones who hit several targets or the ones that cleave. most of the single target attacks are lame and used as fillers until the high damage AOE comes of CD again.

Is Anet destroying the game?

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

As much as I hate that demeaning reply of yours, that is kind of what it comes down to by the end of it. I enjoy my warrior, and it’s getting nerfed. Pretty natural that I would react negatively to that don’t you think?

this is not a nerf to your warrior, this is a “width-wise” standardizing of an attribute that scaled too much.

your post make it sound like it is something personal between Anet and your warrior, it is not, it is not about warriors, it is not about berserker gear, it is about of scaling of crit percentage.

thats it.

Is Anet destroying the game?

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

snip

-Negative Fanum Deactivated-

you sounds exactly like “boohoo Anet nerfed my class, bohoo i quit….”

normalising crit damage as a stat is the smartest thing they did since the release.

[all] Balance Base Stats between Professions

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

I think that just like every class can wear any stat type of armor.
every class should be able to wear any type “type” of armor,

but the difference in armors will come in skill cooldowns and endurance regeneration versus toughness and vitality.

light armor will give no toughness and vitality at all, but will give +15% skill cooldowns speed (weapon, utilities and elite etc…) and + 15% energy regeneration/

medium armor will give some minimal vitality and toughness score ~500 each , but give basic skill/utility durations and endurance regeneration.

heavy armor will give big amount of toughness/vitality ~1500 each but will reduce all skills cooldowns and endurance regeneration by 15%.

you will be able to chose which armor to wear, swashbuckler warrior will use light armor but use more skills and have more dodges. ( while being literally one-shotted… if a hit lands)

while a heavy armored necromancer ( Sauron anybody? ) will be very tanky but with slow attack recharge and endurance regen etc…

the actual number can be tweaked, but the general idea is the same.
the amount of builds that each class could have will be tripled….

Any serious end game?

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

No serious end game, other than wvw

this is a necro thread but the answer remains…. sigh…

40 things to make Gw2 more Guild Friendly

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

yes.

but why attach it like text and not paste it to the topic?

Immersion in Guild Wars 2

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

Immersion is dead.

I blame it on the jarring transitions of instanced zones and waypoints.

I blame it on being able to chill an Ice Elemental. Bleed an Earth Elemental. Also bleeding golems.

I kill a bear and all I can ever get from it is maybe a tooth or a claw or a tiny vial of blood but never all 3 at once.

How does a greatsword fit inside a mosquito anyway?

this one,

wanted to make an independent post on this topic…

how do you ‘poison’, ‘bleed’, ‘confuse’, undead or golems ?
how do you ‘burn’ demons and fire elementals? how do you ‘chill’ ice elementals?
how do you ‘cripple’ an ooze? what weapon do you use to kill a ghost? apparition?
how can you backstab something that don’t have a back or something you can barely reach its toe?

it is very cool that dredge immune to blindness… but what with all the other species???

why grubs and fireflies drop armors and weapons?
(animals drop unbelievable stuff… no need for blacksmiths , just hunt a deer and it will give you hammer….)

why is there a waypoint in the middle of a volcano? on an oceans bottom? who build it there and why?
if there is a waypoint it should only be in a settlement or fortified place. why is there more than three/four waypoints in a map?

I strongly believe that in order to have immersion in the game ( which have a wonderful world map by the way, both aesthetically and exploration point of view)
the monsters must be overhauled, they should have vulnerabilities and invulnerabilities, fire elementals should be healed by burn condition, ice elementals should be healed by chills etc.
any ghosts should be harmed only by guardian symbols or by using potion / sigil of ghost slaying.
and use more fear… they are kitten ghosts…
rangers should have innate +10% against all animals.

the animal drop tables must be polished more…

although removing waypoints in such casual game will cause a vocal outrage, it must be done.

Dredge Fractal discussion

in Fractals, Dungeons & Raids

Posted by: Lalangamena.3694

Lalangamena.3694

Remove the Bombs/Turret rooms completely and I would be happy with dredge level.

Quoted for kitten truth.

this.

What would GW2 be like with trinity?

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

Me and my friend have both berserker’s gear.

Can we still play together in your ideal world without getting new gear? actually YES.
Is it in accordance with “play how you want”? sure.
Did Anet promise us dedicated healers and tanks? No. the did promise that we can play how we want, they didn’t say , if you want to achieve anything you must play berserker.

Can you see what’s wrong with your arguments? It doesn’t matter if a profession can take any role when most of your stats come from your gear which is not easy to change.

there is nothing wrong with his argument, but with yours,
tell me;
why both you and your friend play berserker? why the majority of serious players play berserker?
why do I play berserker?
why after trying cleric, soldier, knight and berserker armors on my elementalist, warrior and guardian, i (and probably many others) arrived to the conclusion that berserker gear with several soldier pieces to reach minimal HP is the most optimal to PVE play?

why my necro that was originally geared and traited to be the ultimate controller with emphasis on condition duration and variety, very quickly changed to powerbuild?

when i started this game at the release, and made my healing elementalist, I really thought that I can party with you and your berserker friend and be useful in the dungeon runs, providing heals, CC and boons. boy how was I wrong.
playing support made the runs slow, I couldn’t heal up the damage the mobs did to my party, i couldn’t CC the trash enough time to contain them and i couldn’t CC the bosses at all, the more supportive I played the longer the run was, and i noticed that the more offensive i play – the quicker we finish the dungeon, with less casualties.

all the parties started to demand berserker, support was shunned, maximum one condition class in party was the rule.
people in berserker gear didn’t want support class in party, only berserker;
so I switched to offensive play style and offensive gear.

currently only Berserker is worth something, rest of the gears are between redundant to completely useless.
we want them to be equal. we want support classes to actually provide support to the front-line berserkers, we want a game that CC and debuffing conditions will be useful and help the berserkers.
we want a game in which a party A with three zerker GS warriors, zerker GS guardian and zerker GS mesmer will be exactly as successful as a party Bwith cleric healing kit/bombs/elixir engineer, sentinel mace/shield warrior, rabid necro with giver scepter/focus , zerker thief and zerker ranger.

but this is not the game we play, the game we currently play party A is vastly superior to party B. not just in time invested but and actually finishing the dungeon.

nobody wants to see "LF 1 man healer AC path2 " in the chat, but we also don’t want to see “insert generic dungeon name speed run zerker only”.

p.s.
regarding the gear; majority of the exotic gears are very easy to change via crafting, karma vendors, WWW badges vendors, dungeon tokens, and cheesy cheap buying from the AH. changing the gears is not the issue as long it is not ascended.

how to fix rangers and thieves in wvw...

in WvW

Posted by: Lalangamena.3694

Lalangamena.3694

give rangers a new pet [fox hound etc] that on F2 will sniff out [reveal] close enemy (240-360 radius?) in stealth .

momentarily rangers will be welcomed to WWW and the thief epidemic will stop.

it is also unnecessary nerf to veil, but what can you do….

(edited by Lalangamena.3694)

Rank 30 WvW Required for Gift of Battle Grind

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

wow, such emotion, so close, very quit, 60 laurels….

Rank 30 WvW Required for Gift of Battle Grind

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

rank 30 easily available for PVE tokens (aka laurels) achieving it you also have the determined buff on you all the way …. so don’t worry you wont die…

Burst Mastery

in Warrior

Posted by: Lalangamena.3694

Lalangamena.3694

that means if you have full stack of adrenaline and you use your burst skill.

you don’t deplete everything, but you keep one bar and your damage is increased by 7%.

Who benefits most from Zealot?

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

This begs the question, which class/build benefits most from full Zealot gear?

Anet cash shop.

What would GW2 be like with trinity?

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

This is why I want the GW2 trinity that would have been from the start had the lines not got entirely blurred. I hate the idea of tanks, it doesn’t feel right. But if the game was designed like this, the trying gw2 ALMOST HAD:

Dps – dps are primary damage dealers. Their secondary roll is to stun/daze/interrupt large mob power attacks. Side note: Defiance would go away and be replaced with a system of always being immune to stuns/dazes but when charging telegraphed unblockable/ unevadable they become “exposed” and so dps would have the roll of preventing power attacks that could essentially wipe parties in harder content by predictable but well-timed use of CCs.

Enfeeblers – condition users. Their primary use is to support in damage by using and spreading dots and using utility debuffs such as poison, weakness, snares and chills to weaken its enemy. A new primary stat would be added (Lingering) for condition duration. They’d focus on condi damage, lingering and toughness.

Support – most of the mass amount of self boons would go away and supporters would have the best access to boon sharing, such as protection, high might stacks, fury etc. they’d support the dps rather than dps being able to keep max might stacks on themselves. A new primary stat (Will) gives boon duration. The major focus for support would be healing, toughness and will.

Then this would set up nicely for hybrids by using 2 different weapon types and mixing stats.

just to emphasize, to all the people who think that the ‘zerker or gtfo’ meta is working as intended. and that ‘soldier" armor is training wheels toward ’zerkers’.

the quoteabove is what the game supposed to be.
if you invest in DPS you should hinder yourself in survivability , debuffing (also CC) and support (boons availability etc).
in the current meta, investing in raw dps have no negative implications, you still have most of the cc, the boons, the healing , and all the blocks, all the reflects.
the survivability doesn’t change because active dodging is far more potent than any available vitality and toughness amount.

while people who invest in boons, healing, survivability, CC hinder themselves in DPS.

current state of the game is singularity, not trinity while it should have been large spectrum of viable builds from side to side.

Does Warrior need a nerf?

in Warrior

Posted by: Lalangamena.3694

Lalangamena.3694

warriors Achilles heel was conditions,
when dogged march and cleansing ire were introduced , warrior had no weakness, no class to counter it.
in PVE warrior is also the most face rolling class. ( LFM war zerk only etc…)
high armor, balanced traits, top damage.

maybe weapon skill coefficient tuning or increase slightly the CD on some skills that used for mobility ( whirlwind attack, rush, savage leap etc) is required.

''Selfish'' WvW warrior build?

in Warrior

Posted by: Lalangamena.3694

Lalangamena.3694

probably this
http://gw2skills.net/editor/?fIAQNAS5enoE1CZMEqQwEZAB9QD/iqQVAPSPGjyYAB-jUBBofCypmFRjtMqIasKbYqXER1yAwsFA-w

the expensive version of that would be sentinel instead of soldiers.
its very mobile, have stability, two stun breakers, swim in vigor, have numerous way to clean conditions ( and melandru runes +food + dogged march will make it Teflon warrior)
have two blocks on mace/shield. numerous dazes, two stuns (though on F1 )

this is probably the build that will stand after the zerg have passed on him.

Ferocity doesn't nerf berserker builds

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

Ferocity is not implemented as a measure to nerf zerkers, it is implemented in order to avoid power creep with gear progress (full ascended gear give too much critical damage %…), as raw percentage have very steep linear graph.
stats can have a curve etc that will allow anet to introduce new armors (for example armor with main stat ferocity etc)

[PvE] Conditions NEED to be looked at.

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

there is a very easy way to “workaround” conditions issue in the margins of the current limitations (25 stacks…), and its:

lower the amount of stackable conditions each attack applies (bleeds and confusion) to minimum (1) and increase their relative damage to match burn.

this way the individual player will not lose its DPS and a group of 5 people will be able to benefit from 3-4 condition classes.

Problem: Most bleed and torment applications do so one stack at a time. This suggestion would make them hugely overbearing.

Not a problem at all.

most of the skills actually put stacks of 2 or 3 of these conditions, even torment (warrior offhand sword put 5 (!) torments for 12 seconds(!!!)).
but for the sake of the argument, you can play with its duration.
the auto attacks will put 1, 1.5 second of condition, the long CD skill will put 3 to 5 seconds of conditions.
currently there are lots of skills that put 3-5 stacks of bleeds/confusions for base of 7-8 seconds which is the problem for reaching the cap so fast. etc.

What would GW2 be like with trinity?

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

I just don’t see how anyone can say the lack of defined rolls makes this game better than any other. It just makes it one dimensional. There needs to be a reason for build diversity adopted and implemented in game.

I want toughness, vitality, and healing power to synergize better with a characters skills.

If I decide to make a high vitality build, I want it to give me a bonus on dodges, or an extra dodge meter or a bonus defense versus condition damage.

I want toughness to synergize with defensive skills more. I want it to extend block times with shields, increase counter damage for skills that have such, I want it to extend durations on defensive skills or increase their potency.

I want healing power to give more than just bonus healing. If it’s high enough, I want chances for extra effects, I want heals to matter to my teammates more than “x player drop water field, and 20 players burst finish in it”, I want chances of reviving downed allies with high heals.

I want more than just crit dmg and power to synergize with my skills so that if I do choose to go that route, it’s not just a wasted effort. A toughness, vitality build should synergize with skills as well as a zerker build.

But it doesn’t. There is no incentive to do anything other than stack as much dps as my skill will allow. And that’s one dimensional game play.

^
|
AMEN,

why all the people here that say “if you want trinity gtfo” cant see this?

we DONT WANT wow type of trinity, we want more than one viable build ! and don’t you dare to push sPvP into this debate, it has nothing to do with sPvP, sPvP has its own gear and it is balanced around 1v1 and 5v5 HUMAN players.

if you go to marionette with cleric ele, your platform will lose. yes everybody will probably be alive but you will not be able to DPS the champ on time.

if you go 5 condition classes you will also lose because half of your DPS will be wasted.

if you put squad of 30 bunkers in the gauntlet before the energy gate, you will reach max energy bar because every kittened champ will run thru you with half health and dive into the gate.

your only viable choice is going raw DPS.
with raw DPS you can still dodge, still block, still reflect, you have all the boons, you sacrifice nothing, you gain everything with max DPS.

[PvE] Conditions NEED to be looked at.

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

there is a very easy way to “workaround” conditions issue in the margins of the current limitations (25 stacks…), and its:

lower the amount of stackable conditions each attack applies (bleeds and confusion) to minimum (1) and increase their relative damage to match burn.

this way the individual player will not lose its DPS and a group of 5 people will be able to benefit from 3-4 condition classes.

[PvP] Immobilize stacking is not fun!

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

it should be for PVE. but not for PVP.

Following ferocity; Benevolence and Menace?

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

Just change the names? Yeah, don’t see why not…

Although I think condi duration is “Malice”.

it is not about changing names but normalize raw percentage into stat points.
thus making it available for full set of armor.

What would GW2 be like with trinity?

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

https://forum-en.gw2archive.eu/forum/professions/balance/Solution-to-the-GW2-Trinity-Design-flaw/first#post3531471

I posted my suggestion for fixing GW2’s flawed Trinity system.
Check this out. post here as well.

In Guild Wars 2, the Trinity was supposed to be
Control/Support/Damage

Each part working together to win the PvE encounter.
Problem was the Overpowered way Control skills work, as well as the limited usefulness of Support skills, developed Damage into becoming the ultimate role in the game.

Well I have developed a solution to this. My goal is to make ALL THREE ROLES equally useful in the PvE encounters. So of course some changes would need to be made if this solution were to be used. I will try to explain them each.

snip

I like the general idea.
but “authority” is the current condition duration.
the toughness additional effect can be achieved by specific runes and consumables
(lemon grass, melandru etc)
boon duration is also in the game.

what IMO should be done is
1) – rework defiant and unshakable. instead of complete immunity it should be sort of DR. i.e. you used 1st condition* in x time is full duration, second condition* in x time is half duration etc, when condition falls under 1 sec it will be uneffective.

  • conditions here are CC ones: immobilize, freeze, blind, fear etc, .

this X duration is determined by the amount of people around…

2) make all blocks and reflect utilities a derivation from toughness and never ever negate damage! maximum block or reflect will be to ~90% of the damage with maximum obtainable toughness.
if a guardian wants to put wall of reflection he better not use zerkers gear as he will block/reflect about 20% damage of what full toughness guardian will reflect.

3) reduce the speed of untraited endurance regeneration in combat. it should be ~30% slower without vigor. add grandmaster trait in one of the protection lines (health or toughness etc) that returns the combat endurance regeneration to similar to what we have now. so you will have to sacrifice damage to have better dodges.

4) add active “block” option: blocking player will remain in the same spot but will get no damage from front attacks for the duration of the block if using shield or block 2/3 of the damage if he blocks just with weapons. block depletes endurance pool at speed of 1/4 bar each second ( full bar == 4 seconds)

using traited block from grandmaster trait will reduce the endurance pool depletion by certain amount (i.e. full bar = 8 seconds of active blocking).

What would GW2 be like with trinity?

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

It still amazes me, the game has no trinity (the original one – DPS, tank, healer) and it was going to be always that way. It has been advertised that way and people still goes and buys the game and complain it has no trinity and demands it (yes, some of you demands it). Play the game the way it is or play something else, is it that hard?

as a long time supporter of lets call it “roles”:

well, nobody wants a “hard” trinity where warriors and guardians are “tanks”, elementalists are healers and the rest are DPS.

what we do want is that which was actually advertised. and in contrary to your post, they have never said that there will be no tanks and no healers, they said there will be no class trinity.
what they promised is that if you want to play tank you will not have to play warrior, if you want to play healer you don’t have to be priest/cleric etc, you can play a tank thief or for example a healer necromancer.
every class can be any role that player want to play.
and the system itself support this idea.
the fact that we have all skill trees and all armors for any class shows us that this is how this game was supposed to be played.

what we ( OK, I am ) whining about, is that at least in PVE, I cannot chose to play healing elementalist or tanking warrior because i will hinder my group.
and if we stick to semantics then i cannot chose to play SUPPORT elementalist and BUNKER warrior because i will hinder my group.
what i want is that a player that chose to play support or bunker or CC role and invested in such trait line and armor will be viable.

but he will never be. it is all around the damage.
newbs wear soldier armor, middles play knight/cavalier, pros play berzerker.

support lines are useless because healing power do nothing and the CDs are too high. bunker lines are useless, shields on warriors and guardians are for weird niche play, which is totally noneffective in PVE.
CC is mostly useless due to defiant and short duration’s.

some examples for games with soft trinity: GW1 and DDO where you can group up almost with everybody you want and play effectively.

so, this game is broken, it is still one of the best games today. but it is unfortunately broken.

A good starter server *sorry*

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

open this site
http://mos.millenium.org/matchups

what you see in the upper list are the servers which are probably have high population servers with high WWW queue.

what you see down are probably low population servers with low WWW queue.

so, if you not sure what to choose, choose the middle.

Feature Build Balance Preview

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

Profession Changes

Necromancer:
One of our goals with the past few balance updates has been to add counterplay to various skills that lacked telegraphs. With necromancer, we’re changing the way that Dhuumfire is activated – allowing players the opportunity to react. This will also allow the necromancer to carefully plan their burning application. We’ve also adjusted some values for Minion Master builds based on player feedback.

  • Dhuumfire: This trait has been changed so that it will make Life Blast inflict 3 seconds of burning with a 10 second recharge.

Dhuumfire was a grandmaster trait in power tree.
if you specced into it , it meant you don’t have that much condition damage.
it was more like the gravy on the dish… if you managed to crit on your well you got some extra condition ticking.
also, this condition ticking had unexpected synergy with fear/terror.
so fear/terror got nerfed.

with the next patch, you take a grandmaster trait and make it practically useless.
as it will have a chance to proc only on deathshroud skill 1. on an internal CD. ( 10 sec)

so, my opinion on this is
a: revert back fear nerf.
b: adjust Dhuumfire to be master trait and give some useful grandmaster trait instead.

c: how about making foot in grave a useful grandmaster talent and increase to stability duration to at least 5 seconds? or at least combine the trait with shrouded removal?

Following ferocity; Benevolence and Menace?

in Profession Balance

Posted by: Lalangamena.3694

Lalangamena.3694

so, we have Ferocity to replace the critical damage percentage stat.

how about Benevolence that will replace the boon duration percentage?
it will replace the current ‘givers’ armor and will have primary: healing power, secondary toughness and benevolence?

and how about Menace that will replace condition duration percentage? and a new armor will be introduced:

primary: condition damage, secondary: vitality and menace?

Let's brainstorm ideas to fix WvW. here's one

in WvW

Posted by: Lalangamena.3694

Lalangamena.3694

Two years already? I never got my 2nd birthday booster

I did

PvD kills WvW

in WvW

Posted by: Lalangamena.3694

Lalangamena.3694

Nabrok.9023

Did you know that defending an objective for 15 minutes gives the exact same reward as capturing a similar objective?

Now, maybe that could be improved, but it’s really not that bad.

it isnt
killing a champ gives more WXP and a loot chest.
defending a tower rewards nothing except several events.

Discussion: Downed/dead state and zerging

in WvW

Posted by: Lalangamena.3694

Lalangamena.3694

actually, this issue is directly connected to AOE cap and condition cap. as it is based on the mechanic that connect between all initiators of damage to their targets.
if you tagged several enemies, and they have tagged you. there is a matrix of links between all the involved.

if you get in downed state and somebody else killed player that was tagged by you. you are rallied just because you put AOE in the beginning of the fight.

if you die, all downed enemies that you have tagged in the beginning of the fight will rally.

this mechanic is flawed, because it overcomplicate a simple situation and leads to negative effects all over the gameplay like a domino effect.

the removal of this mechanic will solve so many issues that plague the game…
you should only rally if you kill an enemy from downed state, that’s it.

Guild Wars 2's Trinity

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

10 months old but still relevant…

a golden oldie

GW2 Potential. Very underwhelming

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

although I dont like sPvP at all,
I think that a game that pretend to be an eSport, don’t have “capture the flag” map is shameful.
there are seven PVP maps and all of them have the same description:

Two teams are matched up against each other. The objective is to be the first team to reach 500 points. Points are awarded through holding capture points and kills. There are 3 capture points on the map, and when captured, each location grants one point every two seconds. Each player kill grants five points. If neither team reaches 500 points, the team with the most points will be declared the winner after the 15 minute time limit.

from wiki

even wow had more battleground diversity.

also, how hard is to take an already made map and make it a 50×50 GVG arena?

I have lots to say about how disappointed i am in endgame PVE. it is a matter of a whole new thread.