One thing to note: The buff to Feast of Corruption might not seem too big, but when it’s combined with access to burning and torment, more incentive for weakness and the huge buffs to Signet of Spite and Signet Mastery, it should mean a lot more life force while in scepter — something that is greatly needed.
I’m thinking a 30/30/10/0/0 build for condition necromancer next patch (obviously the last trait in Spite is supposed to be Dhuumfire, not Close to Death):
http://www.guildhead.com/skill-calc#mcVcz9mmnRwMmnRwMxxa9MmabokbV
Burning 30 points into Spite is disappointing, mostly because we still have to go 10 points into Death Magic for Staff Mastery.
Maybe 30/30/10/0/0 or 30/20/10/0/10. But I’m honestly not sure if the changes to life force generation, weakness and utilities will be enough to let go of Soul Marks and Last Gasp.
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I’m curious if necromancers will get this new condition in non-Death Shroud skills too, considering it says thieves and mesmers do. Attaching it to just Death Shroud would likely make necromancers the worst at using this new condition in structured PvP, which I doubt is the intent.
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I’m curious if we’ll get this condition in other skills too, considering it says thieves and mesmers do. Attaching it to just Death Shroud would make necromancers the worst at using this new condition, which I doubt is the intent.
Unless you’re standing directly on top of the curtain, one dodge is enough to put you out of its pull range.
What the one second delay does is gives you the chance to see the curtain and dodge out of range. As it is now, there is no possible counter play because it can be detonated before the visual effect even shows up.
Right. As I said in my post, my concern is the range is so high that the visual effect will still be too difficult to see.
For reference, I’ve been pulled from near the edge of the graveyard point in Legacy of the Foefire to the middle before. That’s too much.
I think the question isn’t just what warriors need, but how the metagame should be reshaped to make warriors viable.
When comparing what I consider to be the three main glass cannons — warriors, thieves, and mesmers — my ideal is that warriors have the highest survivability and lowest burst, mesmers are in the middle in both categories, and thieves have the worst survivability and highest burst. Obviously, all three classes will have different utility as well.
Right now, warriors have the worst in both categories. In particular, thieves and mesmers have much more survivability. But if warrior survivability was raised to outmatch thief and mesmer, it would likely be way too much.
So what needs to happen is thief and mesmer survivability needs to be brought down and warrior survivability needs to be brought up. That would help warriors find a niche in the metagame.
Anyone else worried adding a one-second delay to this ability won’t be enough? The range in particular seems a bit overkill.
I’m bringing this up because the weapon is becoming more and more common at higher levels of play, and I’m noticing that sometimes the curtain is so far away that even if it had a delay, it would be disproportionately difficult — relative to how easy it is for the mesmer to use — to see it to dodge.
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I see people in Orr all the time. Everyone I know does the temple and Arah events for the chests, and Penitent Path mixed with temple and Arah events and clever use of guesting is still the best gold in the game after COF path 1.
I think people are overplaying the concept of skillful dodges. Most people just smash dodge and luckily evade Banish, grenades, Eviscerate, Corrupt Boon and Epidemic, and the enormous access to vigor lets them get away with it.
I have seen these same people use Earth Armor, Save Yourselves, or an invulnerability and immediately dodge, which makes absolutely no sense unless they’re fighting a necromancer — and even then it makes little sense because good necromancers typically give it a second before using Corrupt Boon.
But I think the problem is vigor and compounded evades, blocks and invulnerabilities. Those problems should be addressed before evade or endurance hate is added.
OK. It’s not that I don’t believe the thieves here, but I’m trying to understand why I consistently see thieves come out of stealth at full health while I’m still stuck in combat. It doesn’t even seem to have much of a cooldown attached to it. Maybe it’s because one of their self-heals has a 15-second cooldown and thieves have a low health pool. Is that why it seems like they can heal up so quickly?
I just don’t know how to counter this in a one-on-one situation. It seems pretty close to impossible for me to win. I, ironically, get attritioned down.
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Getting immobilized as a moa when trying to hold a point is awesome.
Thanks for the explanation. That should help.
Why should it be too much? There is no valid PvP build with all those healing sources available (excluding self heal for obvious reasons).
That’s why I made the thread. What heals are available in the cookie cutter sword/dagger and dagger/pistol builds?
Also, can world vs. world builds get more heals?
And yet their healing isn’t nearly as good as other classes’, even when specced for it. In any case, the spammable heals require the thief to be in combat.
Well, that would be ridiculous. The worry isn’t whether the raw healing is better than other classes’ raw healing; it’s whether the healing-to-damage-to-survivability ratios are off.
You played well, but the thief played terribly.
Let me clarify my post then: Thieves and rangers are particularly absurd, but vigor is too accessible in general.
Can someone explain to me where it all comes from? Just tell me if I’m missing anything from this list:
- Self-heal.
- In-stealth healing.
- Initiative healing.
- Mug.
- In-stealth condition cleansing. (I count this as a necromancer.)
On the broader topic of balance, does anyone feel like this is too much? I’m OK with thieves having high burst, lots of stealth, and the best mobility. That’s the class description. But right now it feels like a thief isn’t really punished for directly engaging because he can just leave and come back at close-to-full or full health while his target is still stuck in combat and weakened from the last attack.
I would take stale match-ups over a week of being on TC right now. The game is basically unplayable for a week.
I just don’t understand why the deviation was allowed to stay this large for this week’s match-up. It’s been a clear problem for the past few weeks. It should have been fixed by now.
I don’t know how the current TC-CD-SOS match-up is remotely acceptable to any developer. I know for a fact Blizzard would immediately hotfix an issue this big for such a major feature.
Hmm…
Smouldering Reaper: Apply 1 second burn when hit while in Death Shroud.
That would be terrible.
If you trigger invulnerability, you still take condition damage, but you can’t have conditions applied to you.
Endure Pain is an exception because it’s not actually an invulnerability; it just lowers all direct damage to zero.
This was already confirmed in a leak. They will attack and disrupt Dragon Bash.
Also, expect huge changes to Death Shroud.
Im waiting for someone at Anet to tell us that all MF does is increase drop rate numbers from 0.0002% to 0.0005%
Why would they need to tell us that? We know that’s how it works.
Spectral Burn: 100 percent chance on critical hits to apply burn for 5 seconds. 10 second cooldown. Replaces Gluttony in Soul Reaping.
This is why seasonal resets, an incentive to actually queue and rewards attached to rating are important. If you had to be top 500 to get a title at the end of a season, people would not be afraid of risking their 90 percentile rating.
Yes. Either vigor needs to be nerfed or access to vigor needs to be nerfed. Rangers and thieves in particular completely trivialize dodging, with non-necromancer classes not too far behind.
Yup. Buy an invisible bag and put it in there.
I think arenanet are not behind this. A lot of people say that it is NCsoft. I don’t know for sure, but from my experience with arenanet, i don’t think they would come up with this kind of cheap sale offers…
You’ll find that all of the systems they use to limit loot, DR, nerfs, RNG are designed specifically by NCsoft. That’s why I’m extremely leery about Wildstar. I refuse to buy the thing at launch because this kind of thing with the loot didn’t start with GW2 until 2 months after launch.
I love that you named this image “ggblizz.” LOL.
The main issue here is that people were led to believe that Rich Dragon Coffers would have a significantly higher chance at dropping Dragon Jade tickets than normal Coffers. Judging by the stories being told here and elsewhere, that doesn’t seem to be the case. (Or if it is, the difference is miniscule, like an increase from a 0.5% chance to a 2% chance.)
This would be a 200 percent increase. Statistically, that’s a massive difference.
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I always find the complaints about this fascinating. People are buying a product and getting mad at it for acting as described.
From a game design and business standpoint, this model makes too much sense. It keeps the cosmetic items lucrative, and it obviously makes ArenaNet and NCSoft a lot of money because people time and time again fall for the same supposed “trick.”
spoilers, dude
Marked. Sorry about that.
Spoilers marked below:
So it seems the leak was right. We will be fighting steam pirates — called Aetherblades — after they attack the festival.
It also means that necromancers are getting some pretty big changes soon.
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At least for me. Anyone else having this issue?
It’s freaking unbelievable that they haven’t said anything in two hours. That very likely means no one has noticed.
Re-post:
I still think dagger/pistol needs to be reworked. The burst is technically balanced in group play, but how easy it is to pull off and how much damage it does presents a number of problems, including making the game less accessible to new players and punishing players way too quickly when a thief decides to jump into an ongoing fight. These aren’t necessarily balance problems, but they do hinder playability, entertainment, and skillful plays.
Glad someone else gets this.
I still think dagger/pistol needs to be reworked. The burst is technically balanced in group play, but how easy it is to pull off and how much damage it does presents a number of problems, including making the game less accessible to new players and punishing players way too quickly when a thief decides to jump into an ongoing fight. These aren’t necessarily balance problems, but they do hinder playability, entertainment, and skillful plays.
Necromancers have the best counter to stability in the game by far, so the comic makes no sense.
I think people are going to be surprised how much more life force generation, access to burning and the Death Shroud rework will help.
So thief boon stealing spam doesn’t count I guess and other class boon removals too?
The comic is saying that if we get good access to burning in addition to what we already have, then there’s a high chance we’re going to become OP.Corrupt boon on a 40 second CD, well of corruption on a 45 second CD as well as spinal shivers with a century of a cast time can’t even compare to thief boon stealing spam you know.
It can and does because of range.
I cannot speak for every aspect of the game, but when it comes to the game’s economy upwards of 95% of people’s complaints are rooted firmly in ignorance. Anyone who understands undergraduate macro 1 is likely ridden with a burning desire to reach through their screen and stab everyone upon reading these forums.
Vayne has stuck to it and fought the stupid long past what I’d consider reasonable, and it’s impressive.
Yup. Most educated people have given up. Even John Smith rarely posts anymore.
Like others have said, the change is because of the current focus on Southsun. It’s why, not so coincidentally, prices for T6 bloods and scales have dropped as prices for T6 dusts have risen. Economics 101.
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I wouldn’t mind the delay on Corrupt Boon if the cast could be canceled. Right now it’s really the worst of both worlds.
This gets me killed in WvW all the time. It’s getting old.
Necromancers have the best counter to stability in the game by far, so the comic makes no sense.
I think people are going to be surprised how much more life force generation, access to burning and the Death Shroud rework will help.
@lopez: did you read your link? slippery slope is a valid argument exactly for reasons mentioned there.
the way game drives players and then players drive the game, the way corporations (arenanet) momentum works, the way discussion takes place… for many reasons one change invokes next.
Nope, but there’s not much chance of reason if that’s how you think.
Thankfully, ArenaNet likely knows better because of how Guild Wars 1 worked.
It’s always verbal abuse. Report it.
I personally don’t want them,
Might as well allow macros and add-ons if that’s the case. Heck, even allow spell alert with the audio that tells you what everyone is casting. If you’re going to allow cast bars, then for the visually impaired, the audio version should also be allowed.
If that’s the case, might as well just go play WoW. I like the clean simple, you actually have to use your brain version of Gw2.
I’ve dodged many of your Kill Shots. It’s difficult to see since you’re asura, but I like to imagine you’re always surprised when you’re standing far away and someone actually notices you casting it and dodges.
Not to insult anyone, but I feel anyone arguing against this is just wrong. I guarantee enemy cast bars will be in a year or two from now.
I find it kind of sad that the general consensus seems to be that keeping the instigator events would be better — not just in terms of entertainment, but also for keeping people in Southsun.
So all of my friends are hugely disappointed after hearing some developers hype this event up.
Anyway, I don’t really buy the excuse that the event was zerged. If that’s the case, ArenaNet needs to improve scaling. But the temple bosses, particularly the Priest of Grenth, are actually more difficult with more people, so I doubt that’s the issue. The bare mechanics of the boss just seem dull.
I’m sure there’s a half-baked lore excuse. This is a fantasy world that the developers are making up along the way to supplement gameplay. Don’t pay too much attention to such miniscule details.