Maybe on the GW3 forums
News flash: balance is not decided around pve and even then its terrible form to make two completely conflicting traits one will always make the other obsolete.
News flash: no one said balance is decided around PvE I’m just pointing out something obvious to me that is apparently not obvious to you.
What you suggested would in no way ensure this build survives and wasn’t really relevant to the thread’s topic.
Ok if your response to my comment that the scepter trait discourages use of justice active and you come back with comments like “oh you aren’t supposed to use it anyway” and “it refreshes on kill” then that is a pve perspective of things and in most of the posts I’ve seen you say anything take literally no consideration about how its what it means on the pvp side of things.
If I want to use scepter in pvp and go in radiance and zeal lines both of those traits would compete and I would have to choose whether sketchy might stacking or an immobilize would be more useful. This sucks and effectively locks out a trait.
Btw I could care less for your build, you can complain all you want. I was addressing the fact people in this thread consider the scepter trait weak and how they could go about fixing it. I do not need to address your opening comments to discuss something later on. Jesus christ.
News flash: balance is not decided around pve and even then its terrible form to make two completely conflicting traits one will always make the other obsolete.
Yup it’s designed for it’s ohh so successful esports… what a joke.
You can hate on “esports” all you like, the fact of the matter is the game is balanced around pvp. When they come out with content challenging enough to warrant specific changes for pve let me know.
News flash: balance is not decided around pve and even then its terrible form to make two completely conflicting traits one will always make the other obsolete.
The skill only creates one projectile per enemy in the radius when activated so there had to be atleast 5 people in range, but all 5 projectiles landing on the same person is suspect. Either they were all stacked and somehow just hit the first target in the line or something buggy is occurring.
Traits that “trigger” a skill seem fuzzy atm. Thieves also have a trait that can reset tricks and there is a trait that activates a trick. Similar to this case, the trait should “reset” as well but it does not currently. This leads me to believe traits that activate a skill do not benefit from traits that buff those skills. The only other option is that the traits were not properly implemented to interact with each other.
The scepter trait is actually pretty strong the major problem with it is that is DISCOURAGES using your justice active, battle resolve also suffers from this kind of problem. This sort of trait directly conflicts with other traits that give you a stronger effect when the active is used. If the might could be normalized to be gained at a constant rate while in scepter it would beat out the 7% buff in certain builds.
Feel my wrath is currently a bit too strong, id be in favor of pushing it to 45 seconds however, if it gets changed to 60 seconds it will never compete with renewed focus in pvp.
I’ve pinpointed the issue here. Judge’s intervention will only properly get its cooldown reduced if you are running monk’s focus AND smiter’s boon. Using any of the other adepts with monk’s focus will not properly reduce the cooldown.
shelter is far superior in a pvp setting still.
My Judges intervention works fine in pvp. the cooldown is properly reduced to 36 seconds. Maybe there are some other traits that are interacting with the skill here?
The retal trait is bad no matter where you put it but it fits in radiance because there is a retal trait in each tier.
The blinding jeopardy works in both zeal and radiance since zeal still has the zealous scepter trait and GS applies blind so your argument there is not too strong either.
Ok now for the counter arguments.
1. From a balance perspective even if they were to add slow and taunt to more existing skills I would prefer them to do it incrementally if at all as they already had a ton of changes and adding completely new mechanics on top of that to multiple classes would be even a bigger headache. It would also make it harder to determine whether a class is too strong due to a trait change or because of the increased utility. Furthermore unlike protection, resistance completely negates conditions and should be more scarce.
2. Guardian was not inherently balanced with taunt/slow/resistance in mind. The new specializations are as well as the revenant. If taunt/slow/resistance was added to guardian skills the class may need a rebalance and some skills would need to be changed to reflect the new found utility that these classes now bring. (just to make it clear this part means some skills would need to be nerfed to compensate for taunt/resistance/slow buffs)
3. The did not change berserker stance to simply give resistance because it is not supposed to be a conditional thing. It is a stance not a boon, the idea behind the skill was to guarantee immunity to conditions not make it conditional by making it a strip-able.
The movement skills should feel rewarding … in combat.
Chilling and crippling your enemy should also feel rewarding, but now they don’t serve their intended purpose. It makes no sense for someone impaired to limp around in slow motion then suddenly burst out in a dash. This isn’t rewarding, this is illogical.
First of all, I like how you enjoyed the majority of my post to cherry pick some line to fit some BS argument.
Secondly, chill and cripple are still rewarding but in different ways. Dashing is not the only way to get around in combat in fact a majority of the time character do this thing called running and those conditions still hamper that (on top of which chill increases CDs). The mobility skills in combat are no longer affected by such things IN COMBAT so it allows the class to function as anet intended. (ex. warrior is very focused on melee when in GS so this allows some ability to stick to targets.) This means that these skills were intended to be tools for people to make their class’s kits work in combat not to spam swiftness and run around the map and getting to places they shouldn’t.
I ignored most of your post because I disagreed with 99% of it. What’s the point in going back and forth about something if it’s already been settled that there’s literally no chance in agreeing with each other?
For example in this post, you completely disagree with me and say that anet intended warriors all along to be able to ignore chill/cripple and leap all over the place regardless of whether or not they have them. You base your opinion off of the fact that they now changed it after 3 years, when you don’t even know if the same people that made everything function the way it used to even work at anet even more.
Claiming that this is what they intended all along is your opinion, not a fact.
Additionally, claiming that mobility skills weren’t intended to be used when out of combat is only your opinion. You have nothing to base this off of at all. If skills on this game weren’t intended to be used outside of combat, we wouldn’t be able to cast anything without being in combat.
Alright I’m done here, there is no reasoning with a wall. All I’m going to end with is that they literally state in the blog that this change is to stop unintended interactions, the only part that is conjecture is the in combat bit. It really shows how unreasonably you are looking at the entire thing when you take “not being able to use mobility skills to reach unintended locations and only for in combat mobility/re-position” to “why use any skill at all out of combat”. The fact you can’t see a difference is enough to let me know there’s nothing to deal with here.
In case Anet even looks at this thread, I for one support the changes and hope they remain in place.
The movement skills should feel rewarding … in combat.
Chilling and crippling your enemy should also feel rewarding, but now they don’t serve their intended purpose. It makes no sense for someone impaired to limp around in slow motion then suddenly burst out in a dash. This isn’t rewarding, this is illogical.
First of all, I like how you enjoyed the majority of my post to cherry pick some line to fit some BS argument.
Secondly, chill and cripple are still rewarding but in different ways. Dashing is not the only way to get around in combat in fact a majority of the time character do this thing called running and those conditions still hamper that (on top of which chill increases CDs). The mobility skills in combat are no longer affected by such things IN COMBAT so it allows the class to function as anet intended. (ex. warrior is very focused on melee when in GS so this allows some ability to stick to targets.) This means that these skills were intended to be tools for people to make their class’s kits work in combat not to spam swiftness and run around the map and getting to places they shouldn’t.
(edited by Manimarco Devil.1790)
Pve is almost entirely dps focused at the moment so being tanky might not feel too useful. There is no mechanic to make sure mobs stay only on you and even then you aren’t inherently super tanky because of the low HP pool.
Nonetheless you should look at WvW guardian zerg builds as they are passable in PvE and good in WvW zerging. I believe the weapon sets are hammer or GS and staff. Mace torch is also viable right now if you go into zeal and take the symbols deal damage and the Radiant fire? trait in radiance. Shield is really really weak. I suggest you run supportive shouts over weapon sets. The only real supportive weapon is staff and if you can’t run that then you are just gimping yourself and the team by running shield.
Armor is soldiers with soldier runes but hoelbrak(more expensive) works with the right sigils.
The best tanking build is for Spvp using clerics with soldiers and running mace/focus/shield with staff but you deal very low damage. Not advisable for general pve content.
@Purple Miku
Forums will always tend to have complaining threads since people who enjoy the game are more likely to simple just play. These forums aren’t exactly interesting enough to come on daily and discuss the game for average player and guild/team features are already integrated into the game so you don’t need to come to the forums to post for that either. What you are left with are just people who have come on to complain about some thing or another and expect the devs to change it because they now feel like some sort of majority. lol if you think reddit is any different.
The movement skills should feel rewarding … in combat. Warriors and eles still maintain the ability to quickly re-position once combat has started. My scenarios were while in combat these things feel frustrating and your counter is what? You feel bad that you can’t run as far with swiftness on in/out of combat? The only classes that felt a significant change were ones that abused this to move around further than what I can only assume Anet intended.(“In order to make these skills more reliable in combat and prevent unintended behavior”) I play guardian and I have noticed very little change whatsoever. Even GS #2 with swiftness was not that amazing of a leap because of the CD.
And I already referenced this but clearly conveying information is Anet’s reason for this change. If you even bothered to watch the Ready Up? (I think) that clarified this change they specifically mentioned ground targeted leaps like Hammer burst that carried a huge impact did not appropriately match the distance it visually gives you.
The only people who are going to respond to this QQ thread are other people who also are QQing therefore you can no data except it is unpopular amongst people you have “talked” to which is probably an incredibly low sample size. People who don’t frequent the forums or even care are not likely to respond or interact with you about the topic.
Oh and by the way this is purely a warrior QQ thread as they are the profession that most abundantly use their non-targetted dashed to move around so don’t try to claim you care about any of the other classes. The only other class that was somewhat affected was ele’s FGS. Thieves and mesmers are light armor classes that would die very quickly without their blinks but warriors have no excuse with their stances and mobility.
Furthermore clearly conveying information about distance traveled will always trump your feels about running around. Skills that are supposed to go a set distance but then awkwardly are cut short by last second chill or cripple feel unrewarding. Inversely, trying to do something to a target when you have no cripple or chill and they just dash miles away is equally frustrating. Atleast the standardization makes interactions consistent for competitive environments.
a warrior QQ thread. how typical.
4 now applies protection and aegis to allies and increase the base damage
5 can now be cast while moving (the dome does not follow you afterwards) , acts as a blast finisher and can be detonated to heal and does damage based on the number of projectiles blocked.
Courage is also incredibly strong when traited and a free block is very very strong in pvp.
useless salty thread is useless and salty. Feel my Wrath probably needs a nerf but be constructive if you are suggesting it otherwise, the forums don’t need any more passive aggressive sewage.
Swap it with any of the adepts. Currently supreme justice (which should have been merged with permeating wrath) is only used in condi builds and even that is sketchy and absolute resolution is too good to pass up in every other case. The result is glacial heart will never be considered now that condi clear is much more valuable in pvp. Swap any of the adepts with this trait so that the old hammer builds is viable.
I enjoy these threads where players act dumb to logic because they do not like changes. There is times where equivalence matters and times where it doesn’t. Now to play devils advocate, missing a burst skill is supposed to be more punishing as it applies a huge reward as well. Stealth on the other hand also applies a larger hit but the thief is already innately more squishy and has to rely on evade frames and re positioning to not die to 2 skill combos. A large damage 2 second stun is always better than a large damage boost alone. Quit looking at mechanics in a vacuum.
Yea i take it back the cast time isnt too bad but the issue I am not facing is that you kind of need some communication to make good use of it. Random quickness isnt helpful unless allies sort of expect and time their burst with it. It will probably show up in team play but I am really skeptical of its usefulness in solo queue
PvE wise it will probably be the elite of choice as it combos well with the shout trait. For pvp that cast time is never going to feel nice.
The elite skills are in a VERY good place right now. (still need to see the numbers on the signet but the active is solid)
Phantaram has some Vods on twitch I believe, but he mostly plays ele. He plays medi hammer guard for his team but the build he uses is not too great in solo queue as the hammer variant is more team reliant.
After the initial disappointment of seeing the HoT price I have come to the following conclusion. Just wait. My primary reasons for not liking the price are associated with the lack of (or unannounced) content, lack of release date, and lack of character slot.
I’ve played Guild Wars since Factions so I just sort of came to expect atleast 1 free slot as that is what they always used to do.
But after watching bogotter’s video on youtube, I have just realized that I just need to wait and see if its worth it and not get caught up in the current ****storm.
The forum rampage is getting fueled by some of the things that I would have liked by also a lot of nonsense. People are complaining that they got ripped off since they bought the game on sale are the only ones who may have a case to argue about. Everyone else claiming veteran reward stuff is just entitled. You guys got to play the game early, that was your reward.
Hanlon’s razor states “Never attribute to malice that which is adequately explained by stupidity.” and I believe this is the case here. I think Anet did believe the expansion was worth $50 (they have yet to prove that but w.e) and they decided it would have been a nice gesture to people to throw in the base game for free. It was a nice idea but the perception has been of screwing over veterans and I personally have decided this was not the intention.
People who are angry are people who support the game and want to purchase it but the price point is not worth the value from what as been shown so far. There will continue to be an uproar to some extent till release and after that you will either have some who quit the game forever or some who will begrudgingly buy it at the $50 price.
Anet has 3 options:
1) is to ignore everything and just create animosity and bad blood between some of their current player base who supported them
2) make some changes to the bundles so that it is possible to buy HoT at a lower price or atleast add in a free character slot
3) show other content that they have not revealed in order to justify the current price point
$40 with a char slot
I’m starting to realize why anet ignores profession forums. They are always filled with hyperbole and a small minded view of the whole game as they only care about what profession they play and the corresponding game mode they play it in.
From an initial glance, I am not too excited or too disappointed by the changes. There are skills like litany which I would have preferred get a larger buff but at the end of the day an all-in-one medi trait is still great.
When comparing it to other classes, it will always seem like they got major huge buffs if you haven’t played the class just like there will be people that say guardian got buffs. Without a wholesome view of the entire game and how the skills/professions behave and/or interact with one another it is pointless to complain. If you feel like something is incorrect, atleast make effort to give some context as to why you feel something is the way it is. Saying random kitten like “x got buffs” without listing the buff or the context within it will be used and then comparing it to the whole set of buffs for every class, there is no way to discern what you are trying to say is remotely correct and just comes off as ****post whining or being ignorant about the game.
Profession forums seem to be very small and gravitate toward being echo chambers of simple opinions so its not hard to see why as a balancer you would ignore those opinions.
The changes may have been needed with the introduction of slow as a condition. I would agree I’d like to see an increase in targetless dashes to compensate
Why don’t the developers share their ideas/changes with the community beforehand?
Did they not just share the ideas/changes to conditions before it went live? or am i crazy
The entire blog post makes it so conditions wont get capped on monsters or people… did you even read it?
and what logic are we using when you say it needs a change? Its a condi users tool to fend off a power class.
You could make the cast-time instant, cd 15 seconds and have 50% dmg converted to health and I would STILL take shelter over it. This is how bad Litany of Wrath is.
The problem with how you are approaching the skill is that you expect a guaranteed heal when the entire mechanic is supposed to be conditional. There are only two ways two work with the current mechanic
1) make it completely negligible at like 5% dmg comes back as heal and increase the base
or
2) weaken the base heal slightly but vastly empower the guardian during the duration by making it instant and adding resistance,protection, 5 stacks stability, and/or making it a stunbreak.
In no scenario are you going to like litany if you simply value the block so much from shelter.
Current form is unplayable as it has a cast time AND requires you to deal damage, this severely gimps the skill as the initial heal is interruptable and the major heal is conditional.
New Litany of Wrath:
instant cast
1000 base heal
for 6 seconds 30% of all damage you deal heals you
for 6 seconds you gain resistance.
30 sec recharge.
Smiter’s boon is reworked to provide 2-3 seconds quickness after using a heal.
The base heal is still terrible and can/may need to be reduced even more since it can be comboed with monk’s focus. Counterplay/conditonal heal is still there since if the guardian is kited the heal is still bad. Resistance prevents poison from reducing heals.
Smiter’s boon minor atm is really strong so I’d be somewhat surprised if it stays the way it is. The new “smiter’s boon” still is aimed at helping deal damage but more actively rather than passively. (Also quickness as a boon also makes the name work)
Idk, I’m fairly new to guardian, but in un ranked I like running signer sometimes, on a 02606 build with signet mastery. Idk, I’m a fan of the nearly 11k heal, and the passive is pretty nice when it gets you out of some pinch immobilizes, heavy bleed stacks, etc.
I use shelter too, and run 20606. Just i see the signet as a viable option, any pro guardians have a comment on signet???
you will get wrecked when you reach the level where players are good enough to interupt your heals.
Pack is superior due to the fact the boons will also be given to your allies during the teamfight and you wont have any innate fury off meditations anymore since you should be running glacial heart.
Call target on whoever you are doing the Ring+JI combo on.
Almost always Ring+ JI together, they have roughly the same CD so if you use one without the other it can hurt your combo for an extended period of time.
Rotate to the teamfight and kill the squishy targets.
Avoid 1v1s usually unless you must engage. (you will need to learn what builds beat you, builds like d/d ele, good engis, shoutbows, and GS guards will probably beat you but you can beat thieves, mesmers, scepter/f eles etc,
Hammer guard is not a bunker or point defender but a teamfighter.
Use stability + ring to secure stomps for the team.
Guards in general and hammer guard more so then GS have weak disengage, therefore if you decide to engage you will be committing to the point.
It better only apply to allies or something, otherwise between ele attune and ele contingency it will be possible to essentially have 50-75% prot up time.
Not the greatsword but the one the guards are holding.
If you just are trying to run around camps you may be able to pass on the vigor on crit but if you run into any other roamers then you will probably lose. GS is useful for its mobility but its damage is difficult to land if the opponent is half decent.
The stream quality wouldve required us to stop the stream and restart it to fix. We have a fix in place for next weekend. Sorry for the low quality today.
You guys were great. Thanks for hosting the tourney.
I mean. Sometimes people want to play with their friends and aren’t grouping up just to secure an easy win. Unranked doesn’t matter, so there’s no reason to not allow people to play with their friends when doing it.
There is a reason if your premade is using voice comms or something to communicate while everyone else has to struggle to get basic information across to their scrub team.
I just want to point out that if you stack the elite trap with the rest you can’t just dodge out since you will be CC’ed so will have to stun break. Also the elite’s viability really depends on the CD but I can see a gs/(bow or sc/f) medi guard build where you can actually land the full damage of gs #2 by setting up with Elite+JI. Although his build would suffer in the 1v1 but may prove to be deadly in teamfights.
Reading is hard…
EB
Red keep will only have wp for red
Blue keep will only have wp for blue
Green keep will only have wp for green
SM wp will need to be upgraded and any side that gets it t3 can use it.
Example: Green BL
The closest southern tower to red spawn (redbriar) will only have wp for red
The closest southern tower to blue spawn (bluebriar) will only have wp for blue
The Green Garrison will only have wp fo green.
Ok how does say a guardian war and ranger magically stop a thief plus mesmer from killing a yak? Or even if its an even fight with identical numbers and classes? The fact is that killing a yak is exceedingly easy and i love how you resort to lolskill when unless you have a large amount of CC the enemies just need to do enough danage to kill the yak, not to kill you.
I just realized im responding to a braindead ranger nvm this argument is going nowhere
That “small strike team” is legit crap. Ive had countless scenarios where even if we out number the enemy they just suicide themselves to kill a yak and we cant really do anything but watch. Until they add the dolyak escort buff I like these changes.
So because players that you outnumber outplayed you the game should be dumbed down and made easier for the server with more numbers and better coverage….
This kid thinks you legit get outplayed if they can kill squishy yak from you. You have jokes.