Showing Posts For Luke.4562:

More Guild Wars 1 Armor's in the gemstore.

in Guild Wars 2 Discussion

Posted by: Luke.4562

Luke.4562

They aren’t able to.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Is blood magic any good ?

in Necromancer

Posted by: Luke.4562

Luke.4562

There’s really no point in explaining my build or how to tank dmg via life siphons since everything will change and be stronger in a couple days

Whaaaa?_?
First you claim

“I think you are forcing your fantasies on reality 0_0 lol its really strong i’ll show you.”

then you say

“There’s really no point in explaining my build”

May I ask what’s the sense in the position you took on this thread?
How many years are you?
You claim a position without arguing and justifying your answers with vague “I’ll show you”, “ther’s no point explaining”…

And what about this “All is getting buffed”, “everything will change and be stronger in a couple days”.

This is… extremely abstract, imprecise and senseless.

If you want to engage someone in a discussion regarding your weird ideas please do it in a proper manner, argue, explain, elseway the result is going to be totally stupid.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Life siphoning

in Necromancer

Posted by: Luke.4562

Luke.4562

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Is blood magic any good ?

in Necromancer

Posted by: Luke.4562

Luke.4562

No, please, saying Blood magic is really strong isn’t correct at all.
If you like it, it’s fine, but if you force reality like this to accomodate your fantasies, then it’s not.

Most of the traits are subpar, even Mesmer has better minors.

For Siphoning on paper the numbers of potential healing are high, but in the reality they aren’t worth and won’t sustain you in any situation:

  • In Pvp people will run out of your siphoning wells, or kite you enough to make your siphons from melee or locust swarm so small it won’t be enough to soak damage or sustain you, it won’t even save you from bursts.
  • In Pve you need almost 5 targets on your siphoning wells to make their healing effective, and anyway, both bosses and mobs will hit you way harder (Consequentially if you go in DS to absorb the burst you waste all your well cooldowns).
    Anyway your team will suffer more for the lack of DPS than for the lack of a fake support.

Transfusion is nice 5k healing on a channeling, of course, but on a 40 seconds cooldown and still interruptible and not instantaneous.

And don’t forget, Just by entering Death Shroud makes useless most of your siphoning and regenerating traits… Just thank god DS scales with Vitality..

http://wiki.guildwars2.com/wiki/Healing_Signet

This laughs in the face of 30 Trait points spent on this trait line.

my pvp power necro uses 20 points in blood, i find the life steals to be an amazing addition to your damage http://intothemists.com/calc/?build=;04-0;1kHVB0G4sJVJ0;9;5J-JT;147;247-51B5J;4sV2DsV2D5Bd

An awesome DeathShroud build that… doesn’t heal under DS on critical hits, nice.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Rate the Necromancer look above you

in Necromancer

Posted by: Luke.4562

Luke.4562

Mon Dieu..

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Why I Play a Decap Engi in Soloq

in PvP

Posted by: Luke.4562

Luke.4562

@bhagwad.4281
Simply put, to play a so broken game to win for self satisfaction is debatable enough.

If you just want to play to win there’s the jungle’s rule, easy for everyone to understand: “faceroll or be facerolled, cheat or be cheated”. No problems to think about, no difficulty, just get a meta build, adapt quick to the pathetic environment and achieve your victory.

What instead I like to think often is to stand out of the mass, no need to play like the sheep pack, fight hard and find another way to reach your objective. More hard, more challenging and more satisfying.

The rational choice is to find a better game or spend your focus into something more valuable than experience in a competitive PVP environment to get some self satisfaction.
Well, people focused on games only will get this later in their lives.

Useless saying, but i’ll do it anyway, most of the people chose ALWAYS the easiest way.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Why I Play a Decap Engi in Soloq

in PvP

Posted by: Luke.4562

Luke.4562

Not really, desperate people tend to make desperate decisions.
It’s like following this mentality: “If they cheat why shouldn’t I do this?”… and if you think about it, that’s the logic, the way of thinking process that makes real wars keep exhisting.
Now in a PVP environment people aren’t so desperate like in a real context, but competition moves most kind of people really close to it.

Simply…
…It’s the way stupid people deal with the world.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

why does Anet love petting zoo classes?

in Profession Balance

Posted by: Luke.4562

Luke.4562

Useless thread is useless, reported.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Bug? Flesh Golem Not Attacking!

in Necromancer

Posted by: Luke.4562

Luke.4562

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Aatxes, so when are we getting them?

in Necromancer

Posted by: Luke.4562

Luke.4562

Some people have no idea about what a Necromancer is.
Nor the actual Anet, of course.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

[Necro]Why Unholy Sanctuary seems so weak

in Profession Balance

Posted by: Luke.4562

Luke.4562

Consider you lose 4% LF every second while in DS.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Unresponsive Melee Minions

in Necromancer

Posted by: Luke.4562

Luke.4562

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Swap the new Curses and Spite GM traits

in Necromancer

Posted by: Luke.4562

Luke.4562

If you can’t see it then it’s a problem of yours :P
The fact that Dhuumfire changed its way to proc doesn’t mean it will deal less damage.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Swap the new Curses and Spite GM traits

in Necromancer

Posted by: Luke.4562

Luke.4562

#Valderro:
It obvious why they put those traits in those lines:
Parasitic Contagion is in Spite because it competes with Dhuumfire, they don’t want you to have both major damage and major sustain.
While Path of Corruption, even being that scarce allow Condimancers to go deep in Curses to get some counterplay to Stability outside of Corrupt Boon to land Dooms.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Minion Mancers

in PvP

Posted by: Luke.4562

Luke.4562

Meh this dude is cornered and is shooting to whoever approaches him, let him be, he’s done.

Sorry Glaphen, you can’t even intepretate in the correct way other user’s posts.

PS: I’m the one telling others to ignore you, I won’t talk with an agitated person like you. Enjoy in your fantasy world alone.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Minion Mancers

in PvP

Posted by: Luke.4562

Luke.4562

Pathetic’O Meter exploded.

Ronpierce, please ignore em, just let them be, you can’t persuade this kind of people. Some kind of people need their free space to express their necessities. Better they vent here than IRL on some poor innocent.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

[Necro]Why Unholy Sanctuary seems so weak

in Profession Balance

Posted by: Luke.4562

Luke.4562

Maybe if it could ramp, so the more you stay in DS, the more it would heal…

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Overreaction to new GM traits

in Profession Balance

Posted by: Luke.4562

Luke.4562

Personally I have a lot of fun with the game and its content. It is a great medium to have fun with my friends. The best part are the posters who dislike the game or content, and try to make it there goal to convince us we should dislike it too. I mean just look Luke’s post above. It is always fun to read post like that, they assume you must feel the same way they do. They speak of there opinion as fact. It is all very comical.

No sorry, I’m not forcing thoughs in everybody’s mind, I’m just explaining my opinion.
Let’s discuss smartly on private instead of flaming on public threads.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Minion Mancers

in PvP

Posted by: Luke.4562

Luke.4562

I’m with Ronpierce since forever.

This idea of cheese because of AI has been developed by the most kitten people and now everyone marches with it as a standard. /greetings

Complaints about Death Nova and Putrid Explosion? Really? Isn’t enough knowing what Bone Minions do? You want Death Nova to proc lately so you can willingly destroy minions and avoid the payback, is that correct? Whitout considering that Death Nova Direct Damage isn’t proccing on Putrid Explosion willingly and clearly said by ANET.

Charge has the ability to down people by using random terrain glitches and that makes it op? Are you kidding, I hope. Terrain glitches are working more from your side than by the minion’s. The LESS EXPLOITABLE bug on this planet to declare our Elite Minion is OP?

Why don’t you talk about the terrible AI, the unrensponsive Minions which stands and look the fight without doing anything?
Ah yes, that unvalidates your point!

People, check what are you saying I’m reading so many randomly thrown things in this thread that makes me really wonder if the Minion’s intelligence is the worst….

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Overreaction to new GM traits

in Profession Balance

Posted by: Luke.4562

Luke.4562

Yay it’s so much cool to blame…

Simply after 17 months they brought in some new traits to make avialable support and bunker builds (support build with no damage aren’t wanted in PVE - this is not an absolute- and Anet fought a year with Bunkers in PVP), instead of fixing/balancing the yet exhistent ones.
No new skill, no weapons.

SOME People which played for long since release saw all the changes till now, they are experienced about how ANET works, and this, which should be the last hope, left a bitter taste again. Do we have to wait 2 years to play a non defective game?

This seems to be Temporizing at my eyes. Just a try to keep people from leaving furthermore.

Maybe some of the features they’re introducing are a step in the right direction, but given all the errors that they made and keep making, I think SOME people were waiting for something better.
I know that such works require A LOT OF EFFORT, but if you aren’t able to match the requirements… don’t even try.

PS: These are my ideas, this is my opinion, I’m not flagging myself as the herald bearer of anybody nor any group of players. I’m not talking for any community.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

[Necromancer] Siphoning, DS and Blood line.

in Necromancer

Posted by: Luke.4562

Luke.4562

Again, please stay on topic.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Thoughts on March 21st Update

in Necromancer

Posted by: Luke.4562

Luke.4562

It’s exciting seeing new features, but if you analize it the outcome could be a little different.
I think that instead of addressing the other problems by fixing the yet exhistent traits they added more traits to give the illusion of having more viable builds.
We won’t have dramatical changes to the actual builds, we won’t have new skills, just some new bunker or support build. When the game clearly rejects low dps supports in PVE and when they clearly fought bunker professions in PVP for almost a year.

Just a sterile try to keep people from leaving.

The Art of Temporizing.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

New trait, thoughts?

in Necromancer

Posted by: Luke.4562

Luke.4562

Too many people aren’t reading the part where they said every trait line is getting a new grandmaster trait. Not only the one listed.

A pity that the other 4 traits have their issues as well.
Did you check em?
What’s your point in trying to guess what other people know?

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

New trait, thoughts?

in Necromancer

Posted by: Luke.4562

Luke.4562

EXCELLENT?
Dudes, Thieves and Mesmers can heal and regen under Stealth, Warriors can heal while immune to effects, Engineers are costantly healing, Guardians have multiple way of healing…
Guess WHO can’t heal under his Profession peculiar Mechanic?

They must allow at least to get the 50% of our self healings and allow Transfusion to heal for his full potential under DS (40 seconds cooldown on Transfusion is enough to balance this).

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Another necromancer trait thread.

in Necromancer

Posted by: Luke.4562

Luke.4562

@Lily:
Totally agree with you. If they meant that we have to stay in Death Shroud for prolonged times, then almost our self healing through Siphoning, self Regeneration and Transfusion should pass through.
Unholy Sanctuary on paper is a joke.
Path of Corruption would be nice as a Master trait.
Parasitic Contagion is there to compete with Dhuumfire (even if it sucks atm) it doesn’t fit with the tree and again it has no Synergy with DS.
Imho Unholy Martyr is ridicle, it draws conditions slowly, repeatedly and thus you’ll be always under pressure, we have 3 condition removals on pretty long cooldown, thus won’t promote build viability because we will have to build traits around it.
Gathering Plague it’s 100 times better.
Renewing Blast again isn’t a GrandMaster trait, i hope it almost would heal minions as well. It promotes stacking.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

New trait, thoughts?

in Necromancer

Posted by: Luke.4562

Luke.4562

No wait, if we get a Trait to regen under Death Shroud after 17 months, for September 2015 we would get a trait to stomp and ress too!

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

[Necromancer] Siphoning, DS and Blood line.

in Necromancer

Posted by: Luke.4562

Luke.4562

The problem is they didn’t fix the yet exhistent features and bad traits.
Surely this new trait seems to be a step in the right way, but we have to see how it will work.
Luckly in my topic I didn’t include precise details in the traits.
The overall ideas should be still valid.

PS: Stay close to the topic please, no need to raise a flamewar regarding Signet of Spite.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

New trait, thoughts?

in Necromancer

Posted by: Luke.4562

Luke.4562

Meh I can’t say, even before giving a rehaul to the trait system they had to make work their initial ideas.
Minions’ AI is still broken, Condi damage sucks in PVE, Siphons suck, most Traits are a waste.
This new trait should allow finally a decent bunker for PVP, but I think it should stay in Blood line, not Death.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

[Necromancer] Siphoning, DS and Blood line.

in Necromancer

Posted by: Luke.4562

Luke.4562

Then, why not abandoning their proc-on-anything nature and allowing their effect
through talents and direct skills?
I’ve brough in some ideas:

1) Direct Siphoning:
What I have in mind is for example allowing the actual Life Siphon and Life Transfer for a more incisive effect, similiar to the Transfusion (BloodMagic IV) and the old Life Transfer from GW1:

http://wiki.guildwars.com/wiki/Life_Siphon
http://wiki.guildwars.com/wiki/Life_Transfer

This can be translated ingame by allowing certain skills from every weapon set to apply a Life Siphon effect or allowing direct siphon through channeling. This effect is on medium to long cooldowns, so they have to be used smartly and not just spammed.

What I would like to see is it working with both condition and power builds, so maybe we could have two traits in competition on the same tier: one for direct siphoning and one allowing Bleeds to proc a Life Siphon Effect (similiar to the GW1 hex) opening a chance for both sustain and a slight damage increase out of Spite line.

The possible counterplay would be this:

  • Direct Siphon application would fall under the classic dodge/immunity/aegis/etc. situation;
  • Channeling Spells = interruptable, easy to recognize + dodge/immunity/aegis/etc.;
  • Conditions applying siphoning effects = dispel, dodge/immunity/aegis/etc.

In PVE it would still be a problem because of Bleeding Stacks, but that’s minimal.

If this idea doesn’t fit you, somebody in the Necromancer Forums thrown in an idea for:

2) Siphoning Fear (Credits to Rym.1469)
Imho this could work perfectly in both condition and power builds, it has a fair counterplay and balance. And to contribute on the Necromancer thematic it’s really nice.

But this opens another problem. This whole siphoning mechanic doesn’t work with Death Shroud, under Death Shroud we cannot gain any healing, thus making our actual regeneration and siphons more worthless than they are.

Let’s then scrap away Vampiric Ritual and bring in some new Grand Master trait like “Master Vampire” (whatever name would fit well), allowing healing under Death Shroud.
By the moment nobody over Minion Masters go deep into Blood line, this would allow more viability for the Blood Line, creating the possibility for an efficent Bunker build and refining the Attrition concept ANET labeled the Necromancer with.

Thinking about why ANET made it not possible to heal under DS, I analized some solutions:

1) Allowing us 50% of total healing and regeneration under DS;
2) Allow full healing under DS with some restriction (we would mainly heal with ourRegeneration and active siphons, Transfusion(maybe), excluding teammates healings);
3) Allow full healing under DS, slightly modifying DS mechanics:

Reducing the duration of DS (to make it work similiar as a block/shield/safe zone) and solving the problem of the unkillable target if at some point your DS would worn off, but then allowing a better Life Force generation (to make this feature more accessible during the fight -other builds wouldn’t have losses-) and sligthly increasing the DPS from Life Blasts (so Powermancers won’t have a big loss).
Imho it can be a good trade, it would solve the problem of people sitting passively in DS spamming Life Blasts and would PROMOTE A MORE ACTIVE USE.

With a better Life Force generation they can also introduce LF sacrifice/consuming spells.

I hope to contributing in some way or giving a nice point to think about this argument.

  • TL,DR: Make Siphon an ACTIVE proc on certain Skill, instead of a PASSIVE proc on anything, hard to balance.
    Change a Blood Magic GrandMaster Trait to introduce the Healing Under DS with some limitations.
ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

[Necromancer] Siphoning, DS and Blood line.

in Necromancer

Posted by: Luke.4562

Luke.4562

Hello community,

what about promoting more ACTIVE PLAY and build viability?

We know how much siphons are bad designed and subpar, while they should be a peculiar Profession mechanic.
Voices say that ANET kept em like this because in beta they were too much strong, allowing for imbalanced sustain.

THE ACTUAL SITUATION:

Life Siphon traits are a few and allow to proc a small siphoning effect on every damaging skill we have, emphasizing on Wells.
This would sound good, you can get an awesome sustain, but that’s only theorical in the best situation.
For example, popping together 4 wells with Vampiric Rituals, Ritual mastery, Vampiric and Bloodthirst (Blood Magic XII, VII, II, Master Minor) you can earn from Siphoning effects a total of 500 health (1 target) to 2500 health (5 targets) for each well for among 5-6 seconds every 30-40 seconds(cooldowns).

http://gw2skills.net/editor/?vQAQBICY6B3jLOA

In PVE that sustain requires you to stay close on a static target and possibly with at least 5 targets on your wells, the more enemies on your wells, the better sustain.
BUT Bosses still hit too much hard, Mobs still hit too much hard AND if you get into Death Shroud you will waste all the Sihpon Effect.

In PVP that sustain is inexhistent, no smart and experienced player would stand in your wells waiting for you to get your life back, and again it won’t save yourself from bursts.
More, even the passive Siphon has a minimal impact on your survivability, when moving targets will just costantly reduce it’s uptime.

  • TL,DR: On paper the numbers from Siphons’ healing are very good, on the pratical matter are extremely situational and subpar.
ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

When did we become " OP"?

in Warrior

Posted by: Luke.4562

Luke.4562

So many likes to this thread…
Sorry to remember you that Warriors facerolled since release, GS Warriors were dominating early Pvp for almost 5-6 months.

People complain because Warrior has a ridicle skillcap, it can literally faceroll whatever class with wathever build with wathever weapon set, deals too many damages, has too much passive survivability and has too much mobility.
When you fight an experienced Warrior you’re fighting for his errors, nothing else, because elseway you canno’t simply outplay it.
It’s simple as it seems. Imbalanced.

PS: Stop acting so proudly because winning with a War means nothing, it’s Anet’s errors doing the job for you.

I respect your opinion. But I disagree. A warrior cannot “faceroll” anything with any weapon, armor, or traits. If you do not build to win you never WILL win.

For example. People claim that the Hammer/Longbow warrior is very strong and that it takes no skill. And they are wrong in some regards. Hammer/Longbow can be:

1.) Outplayed
2.) Is susceptible to punishment for errors made by the player
3.) Does take a modicum of skill. Not much mind you because of stuns, but still takes skill.

And honestly that’s it. Should the Warrior be toned down a bit? Of course, absolutely. But spreading misinformation and keeping a horridly biased opinion about ANYTHING will never help any situation.

I respect your hopinion, but I’m not diffusing disinformation.

As I wrote an you confirmed, the Warrior can be countered just on his errors, and being so tanky and regenerating so much life is enough to counter whatever build which has medium to low single target damage. I’t hard to burst, hard to control, it has the total control of the fight, a large window in which he can do whatever he wants and set his attack plan, harass as much as he likes, having anyway a lot of damage from whatever weapon and gear he wears. The rest comes from his errors, if he pops badly his cooldowns, then the opponent has a chance to make it, but only if putting more focus and knowing better the situation. This is like holding the knife from the handle fro the 75% of the fight.
Ofc it requires a base of skill, but it’s level is so low that whoever can learn fast its easy combos and situation in which pop cooldowns and make a massacre as soon as he master it. Easy to master. It’s not something like Thief. Warrior’s errors are forgettable because of his innate tankyness and regeneration.

Another ridicle fact is that whatever weapon works ridicously well in whatever build.
Don’t negate that LongBow which is a condition weapon deal that much ridicle damages with a Berserker build and 0 condition damage.
The same for other weapons, Axe deal ridicle quantity of damage, Rifle deals ridicle quantity of damage, GS too, Sword, sword OH in a condition build deals so much damage it’s ridicle to see.

And even if the innate regeneration and Condi cleaner came late, Warriors have been ridiculous in pvp since the beginning, GS berserker build owning whatever class with the least effort for almost 5-6 months.. after a while the meta switched and people forget of it, claiming Warriors were underpowered and ridicle in pvp. This claim was ridicle too. And seeing so many people giving a +1 for this fact is again more ridicle.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Traitworks: Dead Last

in Necromancer

Posted by: Luke.4562

Luke.4562

We should start from detecting what the community doesn’t like from Traits and summing up the results from the Baelfire’s surveys. (I was doing a similar work to resume in a quick image the results of the survey)
Then we can propose some rational ideas to show how to fix them. Maybe the first try working with what we have, maybe relocating, merging traits and checking for empty slots which should be potentially used for new traits.
I wouldn’t go too far with new traits and stuff, just keeping them as a ultimate source to give ANET some ideas, exactly as the thread discussion about potential Minor Traits.
After that, staying with the feet on the ground, we can decide by giving the approval or suggesting modifies to the best plan.

This should be done for skill balance too, but I think organizing a poll is out of my possibilities.

We should almost refine the Traitworks.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Traitworks: Dead Last

in Necromancer

Posted by: Luke.4562

Luke.4562

We’d have to join forces and prepare a nice and clean plan to show to ANET during the CDI.
Not everyone has much time to spend, but we should at least get some thread or presentation which resumes in a clean way what’s wrong in traits (which we did during this thread), skills, bring potential and reasonable ideas subscribing and giving the approval.
Imho this would get more highlight on this good work and avoid all the chaos that happened in the Ranger CDI.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Calling for self "Nerf" on Necro Marks

in Profession Balance

Posted by: Luke.4562

Luke.4562

I disagree with changing how marks work. The only thing that should happen is give each mark a disinctive cast animation.

Giving marks different animations if they already on the ground is not really that important as any competent player will avoid/dodge roll a mark no matter what mark it is.

I don’t know that this is always true. I agree most of the time you will avoid or dodge them, but if it is in pvp and the mark is placed on a point you might choose to step in the mark of blood and take the penalty to prevent the cap, whereas if it is chillbains you might make a different decision.

The only decision you have to do is to avoid the area, popping immunities or dodgeroll in.
Even working like this, IMHO it’s a weak trade for wasting a long cooldown (Mark of Blood 6 seconds, others over 15 seconds), because this way it gives the opponent too much freedom of choice*, and everyone knows that skills working like this in PVP are WEAK. So it’s a good tradeoff for this situation that a Necromancer can land marks directly on the opponent head without any chance of reaction.
One way it gives too much freedom of choice, the other doesn’t, it’s a good balance**.

*(opponents with Vigor and many evasions will have the easiest time with landed Marks, that makes the act of dodgerolling through marks even more cheap.)

**"Good balance" because all of this falls under the fact that Staff damage is ridicle, if it would be raised to a reasonable level then it could be an excellent control tool.

This explain and invalidates all the rants, the self mutilation requests made by individuals toward the mechanics of Marks.

It’s not hard to understand, it’s made to be a deterrent for opponents, if you can’t get it, you shouldn’t even create so much confusion by opening these useless threads.

PS: If you have problems dealing with other Necros in PVP… you know what I mean.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Calling for self "Nerf" on Necro Marks

in Profession Balance

Posted by: Luke.4562

Luke.4562

Nerf Ranger Traps! They’re invisible, they have low cooldowns, they promote just spamming strategy, they don’t allow counterplay! Lol

Invisibility is the whole point of traps lol.

Can you read “Irony” and associate it with the OP thread?

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Calling for self "Nerf" on Necro Marks

in Profession Balance

Posted by: Luke.4562

Luke.4562

Nerf Ranger Traps! They’re invisible, they have low cooldowns, they promote just spamming strategy, they don’t allow counterplay! Lol

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Will LvL cap be removed soon?

in Guild Wars 2 Discussion

Posted by: Luke.4562

Luke.4562

No, because of this:

http://wiki.guildwars2.com/wiki/Tome_of_Knowledge

Adding more levels would be worthless, even because it would have influence on the Balance -and we know they aren’t that good balancing the actual game, so probably they won’t never do such a thing.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

When did we become " OP"?

in Warrior

Posted by: Luke.4562

Luke.4562

So many likes to this thread…
Sorry to remember you that Warriors facerolled since release, GS Warriors were dominating early Pvp for almost 5-6 months.

People complain because Warrior has a ridicle skillcap, it can literally faceroll whatever class with wathever build with wathever weapon set, deals too many damages, has too much passive survivability and has too much mobility.
When you fight an experienced Warrior you’re fighting for his errors, nothing else, because elseway you canno’t simply outplay it.
It’s simple as it seems. Imbalanced.

PS: Stop acting so proudly because winning with a War means nothing, it’s Anet’s errors doing the job for you.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

ideas to make the game skill based

in Profession Balance

Posted by: Luke.4562

Luke.4562

Such a walltext when you could simply write: “nerf Warrior to the bone?”

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

[Necromancer] Minion AI bugged again

in Profession Balance

Posted by: Luke.4562

Luke.4562

While Mesmer’s AI works nicely. It goes berserk, charges and follows you into hell.

I told it, in the attack script process something got damaged.
I may be wrong, but as far as I know it’s a process of checking logic conditions and variabiles.

If Minions get stuck when you order the attack and they stand still until you don’t get out of combat to let them reach the correct range… there’s something wrong.
Not just this, i observed different situations in which even if they were in range they wouldn’t attack (Niflhel base doors).
Probably in that sequence of actions, there are different reactions based on the pathing or the type of target, and certain conditions lead to that reaction (standing still).

They probably don’t want to fix it because checking a so much long script would be time expensive.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

[Necromancer] Minion AI bugged again

in Profession Balance

Posted by: Luke.4562

Luke.4562

UP, this problem is kittening boring.
50% fights my minions stand and look at the fight without doing anything at all.

How much time is this thing going on? 1 month since Minion’s AI become more kitteny than usual and nobody does a thing?

Are you controlling the meta leaving things bugged to prevent people from playing it?

18 months and your programmers didn’t develope a decent AI script nor a solution for this problem?

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Rate the Necromancer look above you

in Necromancer

Posted by: Luke.4562

Luke.4562

Can’t really see so many Necromancers on this thread…
No accounting for tastes, but a lot of people lack in knowing what a Necromancer resembles.

http://wiki.guildwars.com/wiki/Necromancer_Elite_Luxon_armor
http://wiki.guildwars.com/wiki/File:Necromancer_Elite_Canthan_armor_m.jpg
..Miss you so much..

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Why it's hard to balance GW2

in PvP

Posted by: Luke.4562

Luke.4562

@Sunshine:
You have to keep in mind that LoL is totally a different game, it’s made to be much easier and faster to understand and get the reins of, that’s totally different from the actual target of an MMORPG.
The traditional Mmorpg is developed to allow more deep customization on the characters.
Here you have to tweak classes through gear and traits to get different build working, different concepts going, on LoL you have different characters with just one personal mechanic (one concept), the stats scaling and the gear does the rest of the work.

It’s totally false that the customization on LoL is so much expanded and also it suffers heavy balancing problems, leading to the current meta (abuse of the strongest items, abuse of the strongest characters).
The runes and the masteries give a little extra just for the early game, and it’s rare when you can build a competitive character in non traditional way and make it work (whatever your experience and skill is, your success will always depend on the experience and errors of your opponent -don’t make citations about AlphaNerds like SivHD or other “LoL Professionists”-), usually it all depends on the balance of the character and the skillset. Usually only offtanks, AD bruisers or characters with high base damage can decide if to go tanky or full assassin. This argument is too vast atm to be described in all its details, it would be another problem to talk of, I won’t do it here.

It’s false choices GW2 is offering its players. More customization doesn’t mean more choices. It’s much better to have a smaller range of customizable stats, and allow the games to be better balanced. In addition, as I’ve mentioned, smaller stats difference also means that the player can make a choice to play the way he or she likes, sacrificing a little bit of power (like 10%—and still can be effective).

It’s false, it’s simply the opposite.
More customization would mean more choices.
The fact that for you it’s much better like that means it’s a preference of yours, it’s not universal good, it doesn’t mean it’s good for Guild Wars2.
Smaller Stats difference depends on the scaling percentages (damage dealt, damage inflicted, resistances) it doesn’t allow a player to play the way it likes: if the character is made to deal heavy damages, it will always -if given the chance to deal heavy damages- deal heavy damages whatever the gear and the build would be; otherwise you can consider tanks with low damage, even if builded full damage, they won’t never do damage as a character made to be a damage dealer. That’s a simply design limitation, a character is made to follow a role (with many exceptions), if you build badly your character you will have harder times.

TL;DR:
League of Legends has balance problems too. What you say about the idea of the customizable zone isn’t wrong, it can be a nice point to think about, but it’s out of its context. You can’t balance an MMORPG -with PVE, PVP and large scale PVP (zergs)- following the model of a MOBA.

ANET be careful on what you can take for good to balance this messy game!

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

MM and Fractals?

in Necromancer

Posted by: Luke.4562

Luke.4562

Be careful dudes, declaring actually the minions’ AI is fine is wrong: recently it become pretty bugged, minions started again standing without doing anything.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Calling for self "Nerf" on Necro Marks

in Profession Balance

Posted by: Luke.4562

Luke.4562

4 months player complaining omfg.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

Knights are too much of a gate to Scarlet now

in Battle for Lion’s Arch - Aftermath

Posted by: Luke.4562

Luke.4562

The events seems to NEED 50 on each knight, so a full map needs to commit to the event. This all gates access to the end of the living story, I have done my meta, but if someone started playing this content today I wouldn’t like their chances of getting in.

I have been on for most of the day, and haven’t got through to holograms once. I started on green all day and so received no loot, except the first run of the morning, when I started on red.

This is the same fail with Wurm world boss. GG Anet Professionists!

It’s not a matter of integrated voice, actually you cannot cohordinate 150 people all together, there are problems of hierarchy, discipline, leadership. It would be a kittenting chaos.

This is not army, you have to keep in consideration the casualplayers.

kitten

What people are going to do now is to get the Backpack and kitten off the Knights.
Is this a smart way to fix problems?

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

Power necro?

in Necromancer

Posted by: Luke.4562

Luke.4562

Whatever PVP or PVE, yes, it is.
Death Shroud based with Deadly Perception.
Or alternatively for PVE there’s a 30 25 build which is nice. Same utilities.. Well of Suffering, Blood is Power, etc.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

why "the hiccups" ...spoiler-ish

in Battle for Lion’s Arch - Aftermath

Posted by: Luke.4562

Luke.4562

The ridicle is that Anet puts so many pointlights on so much useless details when the whole lore, animation, and plot are a total fail.
Do you think that detail is going to make the character more realistic? To give it more deepness? Really?

So are they actually paying a person who applied and studied to do this mansion?

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

necromancer inconviences

in Profession Balance

Posted by: Luke.4562

Luke.4562

The problems are still in Death Shroud and overall Necromancer design and synergies.
It seems from various sources (which i can’t bring to you now) that ANET feared the life siphon from beta so nerfed it to the ground.

The actual functionality of DS, is sculpted around making it a survival tool (to outlast opponents), with full LF you can actually sit in and absorb a lot of damage, but with low LF and its internal cooldown are aimed to make a Necro weak after it worns off. It’s well balanced for that, but still isn’t optimal and has many problems of synergy with Necromancer mechanics.

>Many chances are these:
1) Allow full healing under DS with some restriction (we would mainly heal with Regeneration and active siphons, Transfusion(maybe) and healings from teammates);
2) Allowing us 50% of total healing and regeneration under DS;
3) Increase our Siphons and allow them to heal us under DS; (but I simply dislike it)

They can allow healings maybe reducing the duration of DS, reducing his internal cooldown (to make it work similiar as a block/shield and solving the problem of the unkillable target if at some point your DS would worn off), but then allowing a better Life Force generation and sligthly increasing the DPS from Life Blasts (so Powermancers won’t have a big loss). Imho it can be a good trade, it would solve the problem of people sitting passively in DS spamming Life Blasts and would PROMOTE A MORE ACTIVE USE (it’s a staple in Necromancer survivability, but it’s even frustrating seeing another noob Necros outlasting you because of more Life Force -maybe this is a problem of mine, but it still is a problem of active/passive play-).

With a better Life Force generation they can also introduce LF consuming spells.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

*Spoiler* Surprises?

in Battle for Lion’s Arch - Aftermath

Posted by: Luke.4562

Luke.4562

The cinematic was great

Actual cinematics sucks, these cinematics were great:
http://www.youtube.com/watch?v=PBAxPYq0WYw

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]