Its not much but in the dec 10 patch we are supposed to be getting this.
Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.That’s a nerf imo.
What ppl learn in maths? Let’s regard the first 15 sec of a fight after the point you receive the first condition:
New version: converts immidiatly the first condition. Converts the seond condition after 15 sec. So we got 2 condition removes in first 15 sec.
Old verson: 8% of converting. To get 2 convertions in the first 15 sec you need to receive 25! conditions in 15 seconds. Are you really sure about your oppinion? If you really receive 25 conditions in 15 sec – yes then it is a nerf not regarding the disadvantages of RNG.
Seriously, with a little bit of thinking and a little bit of clue, no one can say this is a nerf.
Yet i still consider this is a nerf. Because now it surely converts an incoming condition every 15s…but we have no control upon its activation.
Whereas before this didn’t matter – as it basically worked as a sort of passive defense against conditions – having such an activation makes it easily avoidable by any enemy. They just have to trigger it with some small bleeding, something even an autoattack can do.
Don’t be fooled by the wording – transmute converts an incoming condition, not one already applied on you. And if before it worked akin to a little passive defense, now it is a single incoming condition every 15s – and you still have no control upon it.
Better spend those point somewhere else – just keep leg mods.
The sword is not a defensive weapon. It’s the highest damage dealing weapon for Guardians.
Considering the #2 skill deals little damage, but teleports and blinds, and the #3 blocks hits (albeit dealing a good amount of damage around you), i wouldn’t exactly talk about it as an offensive weapon. And the focus is even more defensive.
Err … what? Shrapnel Grenade and Freeze Grenade do more direct damage than Grenade.
Whether or not the Bomb Kit deals direct damage with all of its skills or just one is really beside the point. The sword’s best attack is its auto-attack, the same as the axe. So comparing their auto-attacks to the Bomb Kit’s is more than appropriate.
I don’t know if you have any experience playing a Warrior, but maximizing the axe is literally spamming the auto-attack chain. Fit in a Cyclone Axe and Crushing Blow between chains when they’re available, but that’s purely for Vulnerability stacking. And against bosses with Defiant, I wouldn’t even bother. You shouldn’t ever use your Burst skill either, unless you need the Endurance return to dodge something.
You’re right about those two grenades’ damage, albeit what i said is still true for bombs.
But you still seem to have missed the point. And those skills you mention are still better than the bombs counterparts, even if just for how they complement the weapon itself – the damage and area vulnerability given by the cyclone axe, for example. Still, the main point is that we don’t have – we can’t, for balance reasons – have any sort of high-direct damage skill in our kits, and neither multiple skills with moderate damage. It is just logic – by having multiple kits, we could just rotate between them, thus being terribly unbalanced.
Thus they resorted in giving a good autoattack, and putting conditions (thus fixed damage over time) on the other slots. Thus having sustained damage, rather than bursts. At least for the proper weapon kits.
Sure, not every kit follows this pattern. The flamethrower has a sort of burst on #2…but to compensate for that, the remaining skills offer no direct damage, for example.
In the end, the matter is that we have good damage in the autoattacks just because it is the only way they could distribute said damage in our weapons.
So you’re basically making a comparison using a defensive weapon set without trait points spent versus our most damaging kit with trait points spent (and not even all in the bomb traits).
I can’t exactly think about it being a fair comparison.
Regarding my post above, the point is simple: unlike other real weapons, bomb and grenade skills #2…#5 just deal conditions (and not necessarily damaging ones) and a negligible amount of direct damage. Whereas other weapons can deal spikes of damage (compared to the autoattack) with those, or at least more than the normal autoattack.
So if you compare just the autoattacks, you’re doing a wrong comparison – as we are supposed to rely on them more than any other class, thus they’ve made it a bit stronger to make up for the #2…#5 skills (probably per balance purposes, as in putting strong skills in any #2…#5 kit slot would have made a kit build overpowered).
I wonder why you are conveniently forgetting that those other weapons you mention have also got damaging skills on their 2-5 slots, where we deal just conditions with those ones – the direct damage with #2 and #3 is negligible, #4 and #5 deal no direct damage at all.
So if they don’t want to give any compensation they can just delay the communication and it suddenly becomes perfectly fine.
Some of you support really weird stuff.
If they don’t want to give any compensation, they just don’t give it – they don’t need to resort to anything.
But apart from that, we’re talking about different situations from the fractal one. So comparing those ones is quite grasping at straws.
Imho, they’re just afraid to say that skritts have stolen the preview page.
From the PvP blog post:
Once ladders are implemented, ranks will be retired. To honor the effort that players have put into the rank system, existing players will be able to keep all unlocked rank finishers and will earn a special title based on your rank to show that you were there from the start.
Hey that sounds cool!
Wait hold on … you mean that you will take away some rewards from PvP but to make sure these people do not feel cheated you give them titles and whatnot instead? That’s very generous.That is way more generous than what you have done for people who reached Fractal of the Mists level 80, don’t you think?
The situation is actually quite different.
First, those rewards are mostly things already implemented – if one wanted said finishers, he could already have worked for them.
The second point is that they’re saying this with large advance – thus people can still work for them, now that they know that they have a limited time. We aren’t talking about retroactive rewards announced and put in when the content isn’t there anymore – that is, what fractal people wanted.
The idea was good. The application wasn’t. Especially due to the choice of match-ups – it made no sense at all. Structured as a league, but without all the matches needed in a league. So who was lucky played against weaker servers most of the time, and who was unlucky found himself always against stronger servers.
Imho, the main problem with those achievements is that they’re mostly offensive in nature.
What happens is that there is no incentive to defend. If you need to conquer a camp, enemies must first take it for you to do so. Same for keeps, towers and the castle.
Even the repair one – heh, if you stop enemies before they can attack, you can’t repair.
Well, some of them are a bit exaggerated, too. Sentries and dolyaks, namely.
Balance is also hard because of the national servers. That was a pretty bad decision but nothing can be done about that now.
I wonder what the dev team can come up with.
Heh, the problem isn’t about them being national; if anything, it is the opposite: they’re quite international, as long as the same language is spoken.
Unfortunately for the other servers, the places where “the same language is spoken” often are in opposite parts of the globe, thus giving them a perfect coverage other servers cannot afford…
I don’t.
Things are fine as it is, the servers that win are the ones that deserve to win & have worked to make it happen.
And yet, without enough night coverage, you can’t do much. Considering that there aren’t many people staying awake to play during the night, at least in europe, one must depend on people outside european timezones for his server to win.
In the end, the server who wins is just the one with people playing during “nights”.
It will be in the preview, if it is coming with the next update – thus we’ll have to wait just a few hours to know about that.
Albeit, in pvp, they’re telling those things in advance (and quite a large one, probably).
That is exactly what i said would have been a right solution (and an unfeasible one since we knew of the fractal progression revamp just a week before the implementation).
Even if i must admit they’ve got other problems to deal with there (like, skyhammer farmers).
Indeed, it is annoying.
Imho, it is mostly a matter of “support” stats either having an impact too low, or “dps” ones having an impact too high, relatively speaking.
Forced agony checks were there even before. People just had ways to skip them.
So, basically, nothing changed.No. You could run fotm scales 40-49 with 45 ar relatively simply by not being hit by bosses and using water fields/tome at maw. Currently, if you progress normally you need 50-55 ar to complete scale 40 which makes all other scales relatively faceroll since you have already nullified agony damage to 1%/tick. That in turn makes all agony inflicting mechanics virtually pointless, except maybe decreasing heals by 50% (I’m sure that’s the point of agony).
Then is just a matter of balancing that type of instability better (but still doesn’t void the fact that they didn’t add forced agony checks just now, they were there even before).
Forced agony checks were there even before. People just had ways to skip them.
So, basically, nothing changed.
Did we really have a range problem with turrets? I mean, outside of the trait not working that well. I would guess not.
Until they address the real problem – they die in a couple seconds – turrets will continue to be near useless in PvE/WvsW modes.
Also, i can’t understand why they nerfed the base range of the rocket turret. Before the removed burning, and now this. Seems they hate said turret quite a lot.
Indeed quite lazy, and sure doesn’t make much sense to take a cultural armor, of all the ones. Quite a bad choice on their part.
Probably has to do with leylines (there was a bit of text during the new story content about those). They’re likely magic extractors.
They also dealt more damage back then, though.
No, Manuhell claimed that no other rune completely excludes a single profession and he is right.
Exactly.
Mh…didn’t the livestream end rather abruptly just after the whole team died?
Guess i can understand why it happened…
I don’t like the leaderboards. Silly implementation and I don’t see the point.
Considering we don’t know absolutely anything about said leaderboards apart from the fact they exist, it seems a bit early to bash’em already for their implementation.
At least let’s see the livestream to decide upon that.I know that I have no interest in comparing myself to others. I know that Anet has stated that is the reason that they are resetting levels.
I don’t see any way they could make it so I cared about leaderboards, especially for the sake of resetting my progress.
After the livestream, i can say i agree with your first post.
leaderboard should show time needed per fractal and per level so people can trie to do speedruns and be faster than others
this would be rly cool
all other things are useless and a leaderboard wasted
And this is what i expected them to implement.
Or a sort of point-based system, per level, that takes in account various factors like the fractals encountered, time of completition of said fractals, number of characters downed (depending on the fractal) and so on.
Instead, we get a “first”. Disappointing to say the least.
I would add: coated bullet is a terrible trait. As it affects 2 skills out of five, yet is a master trait.
Compare with crack shot – 5 skills out of 6 just on the rifle, recharge reduction and it does those things on the harpoon as well – that is getting moved at the adept slot. Or piercing arrows – master trait, but works on any arrow attack.
Imho, they should just integrate that coated bullets in some other trait (even putting it along rifle mod and calling it firearm mod would be better than now).
Actually, i wouldn’t have any problem in doing that. But as the other solution i talked off – putting those titles and achievements and postpone the fractal patch for some months, so that the people interested in the rewards have enough time to put in effort and gain them – it is unfeasible. As they should change quite a bit about the scaling of the new content, and this isn’t something they can do in a day, and either a week (the amount of time since we know about the patch).
Then we agree they could, and should, have started it at 50? or 80?
At 50 – it could have been fine (i’m strongly opposed to that 80 for reasons that should be quite clear by now).
Albeit they probably avoided to do that due of some internal metric, since ultimately, not many people will have arrived to that level (and if i have to assume a reason, it is more like there was no incentive at all for many people to go to that level, rather than for a matter of difficulty).
Also, as they mentioned in another thread, the scaling made for very boring situations (dredge cart, ugh) due of numbers and hp sponges involved. Thus a lower level (thus a lower scaling) and variable maluses could effectively make for an enjoyable, but still difficult dungeon (albeit, this depends on the implementation, so we’ll see about that).
And to be clear, i never thought they’re doing the right thing (cause i also explained multiple times what i would find “right”) but rather, that by giving nothing at this point, they’re doing the less wrong thing, but nonetheless wrong. Cause either they enrage people who did it for the challenge, or people who didn’t do it because they found no incentive on doing it. Beside the second ones being the majority, adding said incentive when the content isn’t there anymore wouldn’t make much sense (and we’re back to the “right” solution i mentioned many times).
Actually, i wouldn’t have any problem in doing that. But as the other solution i talked off – putting those titles and achievements and postpone the fractal patch for some months, so that the people interested in the rewards have enough time to put in effort and gain them – it is unfeasible. As they should change quite a bit about the scaling of the new content, and this isn’t something they can do in a day, and either a week (the amount of time since we know about the patch).
And you replied “by doing even ones”. Nice twisting, but not the thing i asked for.
So to answer your question, party with somebody that is above 50 and ask them to pick an odd level. Dodge agony attacks.
party with somebody that is above 50 and ask them to pick an odd level.
above 50 and ask them to pick an odd level.
odd level.
Mh, sorry, but i effectively inverted odd and even. English isn’t my first language, unfortunately, but i admit this may have caused some confusion.
Albeit, someone understood what i was asking anyway, despite the confusion.
Sorry again.
You didn’t answer my question at all, actually – i never asked how to progress over level 50, just how to beat that specific level in the current fractals. But well, no problem, and we’re also OT, so i will end here.
?
I’m still waiting to know how can i beat level 50 and any odd one after that
beat level 50 and any odd one after that
50 and any odd one after
50 and after
And you replied “by doing even ones”. Nice twisting, but not the thing i asked for.
Well, you beat 50 by playing 51. This is a perfectly correct answer to your question.
If you want to know how to beat the Maw at level 50, then you can’t, as you can’t use rez orbs there anymore I believe.
Oh, finally someone that answers directly.
I don’t like the leaderboards. Silly implementation and I don’t see the point.
Considering we don’t know absolutely anything about said leaderboards apart from the fact they exist, it seems a bit early to bash’em already for their implementation.
At least let’s see the livestream to decide upon that.
You didn’t answer my question at all, actually – i never asked how to progress over level 50, just how to beat that specific level in the current fractals. But well, no problem, and we’re also OT, so i will end here.
I’m still waiting to know how can i beat level 50 and any odd one after that, since i get instakilled if i try doing that now. Strangely, no one replies when i ask that. Even in the other thread, it got ignored.
Just because you do not know how to do it, does not mean that others cheated.
Dunno, but neither this is an answer. And no one wants to answer, it would seem.
I’m still waiting to know how can i beat level 50 and any odd one after that, since i get instakilled if i try doing that now. Strangely, no one replies when i ask that. Even in the other thread, it got ignored.
That is your counter argument? That you do not have to necessarily progress when doing lower levels? Seriously?
You were asking about the differences between the two, so there is both the quoted part and the one about pvp. And it isn’t a “you do not have to necessarily progress when doing lower levels”. But rather, “you were able to play the content in ways that didn’t involve a progress in fractal levels and it was still fine – unlike losing in pvp”.
Also, if it isn’t clear enough, i’m getting hit quite a bit from the account bound level; the difference is that i’m not asking for anything in return, cause i already knew i wouldn’t get anything when i levelled multiple chars.
I feel like I am running in circles. There was no progression, reward, achievement, whatever else you think about with QP yet people got compensated and rewarded with unique titles after anet decided to abolish that design. Why can’t we? Because you would not get anything. That is the only reason.
As i said before as well, the whole point of the pvp is fighting with other players and winning. And as far as i know there was already a leaderboard – they just added titles thereafter. But people were already competing for the top spots.
TIL you progress in pve by losing. That is what someone could get from your post.
You don’t even necessarily progress, in fractals. I’ve often helped friends of mine getting to higher fractal levels – and obviously i didn’t level by doing so, unless i used some lower (fractal) leveled character. And many times i just did a daily at 26 or over 30, while still not progressing. Not that i even had many reasons to do that – as an engineer, my cosmetic endgame is non-existing if we talk about weapon or back skins.
A title or achievement would have been surely a better incentive – but they should have put it long ago, not when they’re removing it.
The analysis is almost right, but you’re forgetting about all the “we are balanced taking in assumption we will use kits, so our main weapons are nerfed and we have a single weapon slot in any case”. That is quite a relevant reason to use kits – we pay for them either way.
Actually, i’m losing a total of 47 levels over different chars since, as i said, i leveled multiple ones. I wouldn’t say it barely affects me. But i’m still of the same idea as before.
All of my pvp friends have quitted long time ago but I do not complain about not being able to play teamQ. Finding a person to do scales 50+ is not hard.
Why are you avoiding to answer? If i want to do it with friends i’ve got to do every level. So, how do i beat level 50, now?
Infinite dungeon with the sole purpose of going higher and higher to challenge yourself. Kinda like pvp.
Oh, sure, except it was supposed to be something they expanded every now and then, along with additional agony infusion slots. One year later, we still miss almost half of the slots, and they’re changing fractals over a certain level.
Anyway, ingame wise, they had never put any achievement or reward about said progression. And playing didn’t necessarily made you progress – i leveled different chars with my friends, for example.
In pvp you play to win, and by winning you progress.
So yeah, there is quite a difference.
Just because something is optional doesn’t mean you can be efficient without it. It seems you know something about the mesmer, very well, a little example there at the traits: There is a trait that grants all illusions perma fury. You could miss it, it’s optional, but it’s not efficient to not take it on a power build. Or the GS, perfect compareable to the rifle: Good skills but the aa is totally crap.
Fine, but you don’t have already fixed penalities just because you could take it.
We have those – reduced damage on main weapons and no second weapon slot.
We got kits so make use of them. It’s like our weapon swap. It’s negative that we have to use a utility slot, but we can carry 4 weapons at the same time with us due this mechanic. And the point that we can switch between them without CD grants us the ability of flexibility. It would be ok if we wouldn’t have a 1 on the main weapons, they are just fillers.
The problem is, kits are balanced as if they were the primary mechanic – something we always have at our disposal.
Instead we should be good either with a single main weapon (and 4 non-kit utilities) or with a weapon and four kits.
And it is something terribly hard to balance properly, even giving minor effects to most of the kit skills (after all, grenades and bombs skills apart from the autoattack are all about inflicting a condition and/or putting an elemental field – it would be quite underwhelming as a main weapon).
I understand that you don’t want to sacrifice a utility slot for an acceptable aa, but its how the Engineer work and not every build has to be as efficient as the other, not everything has to work, no weapon shall be strong by itself. Engineer is a very complex class and very stressful but very funny and efficient if played properly.
Sure, but balancing all the rest upon the fact that kits will be used devalues all the other utilities. Especially since we spend utility slots, as you mentioned too.
But if we already paid the price to use the kits, why should be avoid using them, after all?
It would be a different matter if we had a free slot for a kit (that could also permit to have the tool kit and the turrets in utilities).
With 100% confidence I can say that agony does not kill you at level 51 which is perfectly doable without any sort of tricks, exploits, hacks, cheats and other cheap tricks everyone thinks were used. In fact, doing said level is perfectly in line with game mechanics and fractals personal level progression.
And what about the level 50 maw fight? Or any other maw fight after 50, anyway. Cause if i don’t know everyone at 80, i must do odd fights as well too, can’t do just even ones.
Please read prelaunch descriptions.
Could you be more clear? I don’t think you mean people are supposed to play in pvp to lose, right?
They changed karma acquisition. They changed fractals.
Fractals were permanent content and are permanent content. Progression gets reset, not content.
The current fractals were permanent content – they’re removing all 30+ tomorrow. And the rewards people are asking for are all about soon-to-be removed content.
It has nothing to do with fractals because it is the perfect example how anet should handle it.
It has nothing to do with this because we’re talking of vastly different situations.
In pvp you are supposed to play to win, they don’t even need to state that. The people who got that title were already playing for the top.
In fractals there was no such competition – fractal level isn’t even publicly visible, and never even mattered for achievements.
One can have played them as he wish, and there isn’t a wrong way, be it making multiple chars and bringing them to 30 and more, or bringing a single char to 50 and so on.
Scale 80 can be easily reached. They could have easily prevented it. They did nothing for a year. So don’t try to tell me how you were never supposed to reach it.
You said this yourself some pages ago.
Grind to 50, figure out a hole in their system because they just can’t edit one line of code properly, grind to 80
But they did change karma. It is now account bound and much harder to get meaning that people that have not stocked it up are in really bad position. In the meantime I am sitting at 4 millions of karma and have not received more than 100k since the change (end of August if I recall correctly). I would be perfectly okay if anet had reset karma to 0 for everyone. Or 100k because it is nice even number.
It is harder to get karma gear now, new players or players that did not want that kind of gear are now royally kittened over. Again, anet could remove that gear (karma gear) saying you earned it by doing now defunct content or receiving too much rewards.
They made it account bound and lowered its acquisition. They didn’t remove karma acquisition and put new exclusive rewards obtainable only via karma.
Bad analogy. Everyone knew tower and SAB were temporary. They were meant to go away. No rules were changed, no surprises.
You got to the point…and at the same time, missed the analogy.
As they were temporary, people knew they would have to work during that time to get their rewards – as in, the achievements and titles that were clearly descripted. One could have done the improbe tasks i mentioned, but knowing it would give no reward. Yet why should one of those ask for rewards after their removal?
Here we have almost the same situation, since Fractals have become temporary as well.
So why should they change the rules and give rewards retroactively?
If I knew they are handing out titles for the QP I would have farmed it way more. Why don’t you go to the pvp section and say it’s not fair that they gave one time unique titles to ppl that actually cared for pvp?
As i replied before and at least three times, pvp is a competitive mode and it was focused only on getting on the top – people surely didn’t play to lose.
So, basically, it has nothing to do with the current situation.
Especially since they are adding the competitive part with the next patch.
And it was your choice to play it well knowing there wasn’t a reward. So why should they put one now? I’n not the one here asking to retroactively put a reward on soon-to-be unavailable content, after all.
Playing to scale 80 was your choice. I could have done 100 times the mad king’s clock tower, or finish tribulation mode 50 times. Should i have asked for such a reward when they removed those, too, if those weren’t reimplemented anymore as well?
(edited by Manuhell.2759)
There is also no title for having karma, anet might as well reset it to 0 just to be on equal footing with everyone.
Except it is a currency. With well-defined uses. And they aren’t changing the karma system, as far as i know.
Fractal level was needed only to access higher level fractals…and they’re removing those, replacing them with different ones (or at least it would seems so, but we’ll have to see what instabilities do exactly). Basically making the old progress irrilevant, as they aren’t accessible anymore and the new content is different.
There is also no title for having a gear. Anet could just remove it.
They aren’t changing the gear system either, nor replacing them with something else.
Unless they extend player levels – then you’ll have to get new ones.
And technically speaking, there are achievements and titles for gear – at least for collecting cultural ones.
Yes, the game doesn’t reward us. That’s why we are asking for developers to change the game. If the game rewarded us why would we ask for a change?
Could you please stop rambling and put some thought to what you are writing?
You are asking for a reward when they’re removing said content, that what is wrong.
Said reward should have been implemented long ago, with large advance and making quite clear that it would be available only for a limited time.
(edited by Manuhell.2759)
I don’t speak for myself – i speak for what i can see ingame.
There are no achievements or titles at all about the personal fractal level – one could finish all the fractal achievements at personal reward level 3. And just because you must defeat the maw a single time for an achievement, else you could just do the first level.
And neither you can display your fractal level – the only way to make someone else see it is going at the entrance with him in party.
You may have considered the level itself a reward. The game does not.
(edited by Manuhell.2759)
You forgot the 10s internal cooldown of the trait, though.