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Celestial gear and magic find removal

in Crafting

Posted by: Manuhell.2759

Manuhell.2759

They’ve got an higher crit damage cause the whole crit damage function is multiplicative, so you’re already losing a lot with the minor increase on power and precision compared to berserkers.

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

To my humble opinion the only fair compensation to replace Magic Find (soul bound) gear is to add the same amount of MF which was on the gear to the permanent MF account bonus. Replacement stats like suggested would mostly be useless since they won’t match with the player stats.

Well, the whole point of celestial was to give a bit of everything – even if is difficult for all of them to match a single build.
It is more a matter of principle for me – they’re nerfing items they’ve introduced only recently, and not even for them being overpowered – that could have been a legit reason – cause they aren’t at all.
Items you had to spend a lot of materials just to get a recipe (those same materials that are needed in large quantities for ascended), if not for money. And other materials to craft them. And eventually transmutation crystals to give them skins.
For items that will be subpar – cause they were balanced when magic find was still accounted for, after all.
And what i don’t like is that it seems like it this was all done on purpose.

Let us re-roll celestial gear

in Suggestions

Posted by: Manuhell.2759

Manuhell.2759

I am, but i’m talking about this in other thread. More because i don’t like seeing items they’ve just introduced getting nerfed so nonchalantly, that for the reroll part.

Celestial = Magic Find. Let us Re-Roll

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

It was well known, even when the celestial armor came out, that magic find would be removed from armor. Anyone who bought it for magic find didn’t do their homework.

Sucks, but there it is.

It was well known that there would have been a compensation involved, too. And there isn’t any for celestials.
It is the only equip that is getting a straight nerf. After a month of its introduction on armors/weapons.

Celestial = Magic Find. Let us Re-Roll

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

Considering that many people crafted that armor especially for magic find, it is all but minimal.
Also, if they didn’t want to cause issues, they should have avoided to put it to armors and weapons to begin with if they already knew they would remove it with no compensation. And considering they were introduced quite recently, they should have known – and acted otherwise.
Obviously this also means people wouldn’t have used up resources to get the recipes and to craft them and wouldn’t have consumed transmutation crystals to skin them…

Stat re-allocation on celestial for MF?

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Posted by: Manuhell.2759

Manuhell.2759

Even without Magic Find, Celestial still has more overall stats than any other insignia. So the “loss” will not affect its viability. It’s already ridiculously powerful on Engineers and other classes with builds that actually utilize both conditions and direct damage, especially when roaming in WvW.

Yet it was considered balanced by having magic find as well when it was introduced – and at the time, removing magic find wasn’t even an idea – and now they’re just removing it. It is a nerf, nonetheless.
Saying that it isn’t affected is like saying that explorer’s and traveler’s would be fine as well cause you didn’t use that magic find to fight anyway.
And it goes against any talk of compensation they did when they talked about removing magic find – celestials are the only ones not having any compensation – heh, they’re the only equip actually being nerfed.
Considering they implemented armors and weapons fairly recently, they would have removed magic find from them if it was considered unbalanced. Yet they didn’t. And now that people spent materials or gold to get the recipes, crafted those items and maybe spent also some crystal to change their appearance, they nerf them out of the blue. I have said it even before: how many people would have crafted them anyway if they knew they would have been nerfed in such a short time? Not many, i would say.

Ascended Weapons and kits

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Use that whilst you can.
Dev mentioned it the other day & it is being “looked into”.
aka they`ll make stacks drop once you stick weapons in bags.

I fully expect that fix to bug out with kits, removing all stacks when they get equipped.

Stat re-allocation on celestial for MF?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

Apparently, that’s exactly what will happens. The “lose it and gain nothing” part, i mean.

And i wonder how many people would have crafted them knowing that…

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

Or they couldn’t have nerfed it at all. That would have been fair.
Especially since they introduced those armors and weapons a month ago, without telling anything about an imminent nerf, especially after talking about a compensation that isn’t there – celestials won’t have anything in return for the lost stat, after all.

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

For those of you think Celestials sucks, you can keep thinking that way. Yeah I agreed full celestrals do suck, but you can mix and match, in switch case celestrals are awesome. It gives more crit dam than zerkers in come pieces.

They give more critical damage because they also have lower power and precision than zerkers and the whole math behind criticals is a multiplicative one…

Magic Find [merged]

in Guild Wars 2 Discussion

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Manuhell.2759

Nice to see how they completely avoided to talk about celestial items in that whole article.
Also, nothing about trinkets “of winter”, too.

Magic Find [merged]

in Guild Wars 2 Discussion

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Manuhell.2759

The problem with those changes are…

Karma gain

…that aside from its utility, this got nerfed in this patch as long as consumable items go, was reverted and will be nerfed back in the next patch…

Gold gain

…this was nerfed the patch before, when they changed champions’ rewards, being it gold per kills (and the increase from a couple items may even be too small to effectively increase the coin dropped)…

XP gain.

…and this isn’t that useful at level 80 – that is, when you can equip said celestial items.

So the only other option, beside putting in some other stats, is giving it a

Stat boost (Id image it would equate to 3-4 for low stat gear and 6-7 for the high stat gear)

cause as you say below the whole matter is

because it’s not about buffing Celestial its about keeping it at the value level it was at before the change. And lets be honest, without MF Celestial is going to lose value no matter what.

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

Thats only under the assumption MF was added at the expense of other stats, which I don’t think it was. As you can see above, MF gear (which was balanced around MF) is complete garbage compared to Celestial.

Then if it wasn’t considered balanced, why didn’t they fix it one month ago, before adding celestial weapons and armors?
And why did they talk about a compensation if they knew that some items wouldn’t have received it? And putting both the things together, why they did add items while knowing that they would directly nerf them after a month, without telling anything to the userbase, making people waste their materials and gold?

Beside that, saying that they didn’t put it in expense of something is saying that they didn’t balance it. When they created it they balanced it in some way; if they remove a stat, it becomes subpar, according to that same balance.

Magic Find [merged]

in Guild Wars 2 Discussion

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Manuhell.2759

Because they clearly weren’t actually balanced under the same math to begin with, you were given the MF as a bonus already. If you really want to analyze celestial by comparing to other sets then fine.

1. You have the MF as your primary stat because you have the same MF as the tri-stat MF sets.
2. You have more crit dmg than the minor on zerker gear.
3. The rest of your stats must then be equivalent to slightly less than 1 minor stat.

They’re not. You were given the MF as a freebie already. Go home and stop complaining as your gear is already over budget.

Then if it was unbalanced, why didn’t they fix it when they introduced armors and weapons – a month ago? Instead of putting items that would have been nerfed a month later?
Because they were considered balanced, in whatever system they were using.
And the only thing that is changing with the new patch is the removal of magic find from celestials – all the other types aren’t going to exist anymore. So, how it is balanced now, after losing a stat and getting anything in return?
I’m still waiting for a reply about the first paragraph. No one has explained me yet why that happened, and why i shouldn’t consider that a scam, since they must have knew those would have been nerfed.

Magic Find [merged]

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Manuhell.2759

They will have the same combat effectiveness. Do you really feel the need to have more boon duration than givers with your already having more crit dmg than zerker?

Then why are they changing explorers, travelers and suchs? After all, “they would have the same combat effectiveness. Do they really need some other stat?”

They’re doing so because those sets were balanced by also having magic find, exactly as celestials were.
And while people will be able to choose other attributes for those sets, people using celestial will have their slight loot bonus removed and anything in compensation – even if those items were balanced by also having said bonus.

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

I understand the confusion. The facts do agree with each other when you consider that ArenaNet is the god of GW and has decreed that what was once is no longer. They decided to change the game by removing Magic Find from gear. They decided that some sets were to be removed completely and replaced with other sets and that Celestial gear would only have the Magic Find removed. They also decided that by doing so, the sets would be balanced based on the new line they created.

You want to know the nuts and bolts of the “why” and that’s fine, but the reality is the “why” really is as simple as “ArenaNet decided” and that’s likely the best you can expect to get.

So your argument is basically “it is fine because they decide so”.
I wonder why i even lost time replying.

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

Because it still accounted for the balancing of the item when they created the celestial prefix, back in november.

Do you have a source that backs this up? All gear except celestial uses a common balance formula while celestial has an entirely unique balance formula. Without another stat set using the same formula as celestial for comparison, it is impossible to say definitively that MF is part of the balance. Has A-Net confirmed this somewhere?

Short of a confirmation, we can only speculate. And since A-Net is not planning to adjust celestial stats, the most rational conclusion is that MF was not considered when the celestial stat was originally balanced.

Either they put the stats at random or they balanced them all. And if they didn’t account magic find into the balance, thus knowing in advance they would have just nerfed it, why didn’t they tell that before, dunno, introducing all the celestial armors and weapons -something they did just a month ago? Cause people wouldn’t have crafted them, thus spending materials and gold for naught?
So, are you perhaps saying they lied about the compensation and all the armor/weapon crafting was a way to scam the players?

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

The fact that the other MF sets are getting new stats and Celestial is losing a stat indicates that my assumption simply is true and that your assumption is wrong.

I’ve got developer action supporting my argument, you don’t.

The same developer action that had put burning on necromancer to nerf it with the subsequent patches.
They implemented celestials far before they intended to remove magic find.
Either it was unbalanced before, or it is subpar now.
If it was unbalanced, why did they do the same thing a month ago when they introduced armors and weapons? And why did they talk about a compensation if they knew they would have just nerfed those equips? Did they plan to put craftable items well knowing that they would have nerfed them a month later?
This is the “developer action” you’re talking about.

Celestial gear is ruined

in Super Adventure Box: Back to School

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Manuhell.2759

Your logic is flawed too, asking for compensation for an all-stat gear not being strong in any area. It compensates this by having all stats and as for “not having a strong stat in any area” -> it has the strongest crit DMG stat among all exotic gear sets (even though it’s just 3% as far as I know).

And critical damage depends on both power and precision, being a multiplicative modifier. As you will do less damage (having less power) and with less chance to do it (having less precision), they had balanced it giving a bit more critical damage.
And i’ll repeat another time, they balanced it with having magic find as well. Removing it makes the equip subpar, exactly as it happens with explorer and such things (and that’s why they’re replacing them entirely).

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

Why don’t add 1% boon duration + 1% condition duration?

Why would they replace an non-combat stat with a combat stat?

Because it still accounted for the balancing of the item when they created the celestial prefix, back in november.
And because they’re doing the same with all the other magic find equips – by making people change them into other craftable stats. Instead of just removing it.

Warrior and Ranger most popular professions?

in Guild Wars 2 Discussion

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Manuhell.2759

I can’t say i’m surprised.
The endgame is all about cosmetics. The class that can’t use those cosmetics is the least popular profession.
Not to talk about constant nerfs (mostly only due to pvp) and unresolved bugs (i wonder if they’ll fix turrets with the next update…).

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

They also said in some dev post that people would have been compensated for that removal – i can’t find that exact post, but i’ve found others who referred about said compensation. And while they’re doing so with explorers and such, celestials are just being nerfed with no compensation.
And then they also introduced all the armors and weapons while people still trusted them about the aforemented compensation.
So, more than a “goodwill”, we should talk about not lying to the userbase.

(edited by Manuhell.2759)

Magic Find [merged]

in Guild Wars 2 Discussion

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Manuhell.2759

You feel screwed over because you are using Celestial gear wrong. It was not designed as a Magic Find set, it was designed as a “No Focus” set. You are trying to use it with a focus and thus are disappointed. It really is an issue of your expectations not being based on reality.

Or maybe because they’re nerfing a whole set of items, half of whose was introduced just the month before, without devs saying anything about a nerf incoming.
Cause as far as they said, people would have been compensated.
And a straight nerf isn’t exactly what i would call a compensation.

(edited by Manuhell.2759)

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

Boon and combat duration are combat oriented stats. MF is not. The only replacement for MF would be gold find, karma gain, or exp gain, in my opinion.

It was still a stat that accounted for the balance of the item and that depended on combat for its use.
Either they put something useful – unlike those ones you mentioned above – or they should make it possible to reroll celestial items as well.

Problems with Engineers and Legendaries 2

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

I was never able to understand why they did that to engineers.
The endgame is all about cosmetics, and engineers are basically excluded from all of those.
They continue putting backpacks as rewards in the various living story events…and engineers won’t ever see them due to kits. Same as weapons. It defeats all the purpose.

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

I would not be opposed to adding Gold or Karma +%, but my main point is that Celestial does not need compensation for the removal of Magic Find because while the other sets had Magic Find at the expense of their stat allocation, Celestial had Magic Find in addition to its stat allocation.

The other Magic Find sets were less effective because they had Magic Find while Celestial is less effective because it is not focused.

Celestial is balanced differently from the other sets. Still, it was balanced in its way – by giving more stats in exchange for lack of specialization – since the moment of its introduction in november, long before the magic find removal was even an idea. And those magic find points were a part of its balance. By flat out removing them, they’re nerfing it and making it subpar when compared with the other items – cause it is the only type losing stats.

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

No one said you should be glad, but just move on. I am happy they are removing and imo if the MF is one of he reasons you got Celestial gear, it is a wrong reason in my book.

I’m fine with the removal of the stat.
What i’m not fine with is that they’re nerfing celestial equips in doing so – cause we expected it to be substituted by something else, not just removed.
I’ll repeat myself: those items were balanced by also having magic find when they created them – the november patch, long before they ever thought about removing said stat.
It they just remove it, they’re nerfing it and making it subpar in their balance.

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

Well, if MF was the reason you were using the armor, why didn’t you make a MF set exactly?

MF was just one of the reason why i got it. It gave me a bit of everything. Now they’re simply removing it without any compensation – something they told they would have done along with the removal of said stat.

hey said long before that MF is going away. Live with I or get another set of armour. Without mf nothing will change towards your damage output, survivability etc. WHY should they give you more damage to compensate for drop rate?

Because they were balanced with all those stats originally – magic find included.
Since celestials were introduced since november – far before they thought about removing that stat. So why should i be glad of a straight nerf on my items, especially without that compensation – that we thought being simply replacing that stat – mentioned above?

Option to Re-Roll Celestial Gear

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Manuhell.2759

Boon duration or condition duration affect combat, where magic find does not. Adding those would be pretty overpowered.

Karma gain is the perfect replacement.

Except magic find had to be used in combat to get the loot, and in other sets that worked as both a bonus and a drawback (lesser stats for better loots). Here the item gives a bit of everything (thus no specialization) but they were balanced about having all those stats. And since they were introduced first along with southsun – the first exotic celestial accessory came with the ancient karka event – they couldn’t have been balanced with the magic find removal in mind.
Thus, despite what you may say, they’re nerfing them.
And karma gain wouldn’t have the same usefulness as magic find, beside not having even the same indirect role in combat situations that magic find had. Would still be a nerf.

Celestial gear is ruined

in Super Adventure Box: Back to School

Posted by: Manuhell.2759

Manuhell.2759

Celestial is fine as it is without magic find, end of story, Devs even said magic find on celestial will just go away,

Except it isn’t fine. They were created and balanced with magic find as a stat, now they’re removing that stat without any compensation on those items.
A straight nerf just after they’ve introduced celestial armors and weapons, and without them saying anything about this nerf beforehand. And ignoring all they said about a compensation that had to be given along with the magic find removal.

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

It didn’t affect combat, yet you had to fight using it in order to get the loot. Thus celestials offered a good compromise between loot chance and proper combat stats.
And the items aren’t balanced about them being combat stats or not – else there wouldn’t have been all those issues about magic find.
They should just replace the lost stat properly, either by increasing the existing stats of a couple points or by adding something else in place of magic find – and possibly something that makes sense to have in combat situations too, like the stat they replaced. Dunno, movement speed, for example.

You’re only thinking about pve. In terms of pvp and wvw and fighting players not Ai monsters, magic find doesn’t affect combat balance, the stats are already balanced for those purposes, if you add any other stat in there that affects the balance of combat, it will be overpowered and hence why it will never have any stat increase or boon duration or anything else.

Karma gain on the other hand… I’d like that.

I’m thinking about pve cause magic find has no use in fighting other players. And those items weren’t balanced for fighting other players anyway. They were balanced for pve.
Thus just removing it is a nerf to the item, as any change that wouldn’t be even indirectly related to combat.

Magic Find [merged]

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Posted by: Manuhell.2759

Manuhell.2759

Magic find does not affect combat. Boon duration does, hence it would be incredibly powerful even at 0.5% per piece.

Karma gain on the other hand…

It didn’t affect combat, yet you had to fight using it in order to get the loot. Thus celestials offered a good compromise between loot chance and proper combat stats.
And the items aren’t balanced about them being combat stats or not – else there wouldn’t have been all those issues about magic find.
They should just replace the lost stat properly, either by increasing the existing stats of a couple points or by adding something else in place of magic find – and possibly something that makes sense to have in combat situations too, like the stat they replaced. Dunno, movement speed, for example.

Magic Find [merged]

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Manuhell.2759

  • Upgrade components that currently give MF bonus will be updated with new functionality.

I wonder how the “sigil of luck” will change. It won’t have been easy to find an appropriate replacement for something that was so straightforward in both its name and use.
Well, i’ll have to wait just a week, anyway.

What Scarlet saw. (Short Story)

in Clockwork Chaos

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Manuhell.2759

Yep, she’s definitely crazy.

Liadri - Everything That's Wrong With GW2

in Queen's Jubilee

Posted by: Manuhell.2759

Manuhell.2759

And what is that way?

As i said above, rhythm. Timing. So that you’ve got to see if you’re safe just a single time, instead of caring about those circles for the whole fight.
And i’ll repeat it, visual clarity shouldn’t be an element to make a fight difficult. And neither be a bigger character than the norm.

Liadri - Everything That's Wrong With GW2

in Queen's Jubilee

Posted by: Manuhell.2759

Manuhell.2759

Because it’s not me nitpicking, it’s a contradiction in your argument.

People have had to learn how to handle her AoE, which is the same thing as “people have had to adapt to her AoE”. You’ve just admitted that it’s not poorly designed.

People have just found another way that didn’t require to actually care about the floor.
Cause said floor is terrible for seeing the aoe circles. I see no contradiction here. If anything, it makes my argument even clearer.
I’m not the one saying they made the floor bad on purpose to make those aoes difficult to see, especially if you’re colorblind. That’s your idea – and yours only, i hope.

Liadri - Everything That's Wrong With GW2

in Queen's Jubilee

Posted by: Manuhell.2759

Manuhell.2759

People basically adapt to the rhythm of the aoe after fighting her for so long. And as long that the rhythm doesn’t get screwed – like, being pulled from an orb you maybe weren’t even able to see due to the camera – you can reliably go on.
But the fight should be about adapt and react, not acting like a bot.

Uh?

Guess i should have written “memorize” up there, cause that’s actually the correct term. Still, why nitpick on a single word with all the rest of the post involved?
Especially since there is not much to react – if you’ve come to that, often it is already too late.

(edited by Manuhell.2759)

Liadri - Everything That's Wrong With GW2

in Queen's Jubilee

Posted by: Manuhell.2759

Manuhell.2759

People basically adapt to the rhythm of the aoe after fighting her for so long. And as long that the rhythm doesn’t get screwed – like, being pulled from an orb you maybe weren’t even able to see due to the camera – you can reliably go on.
But the fight should be about adapt and react, not acting like a bot.

Scarlet is fantastic! [Merged]

in Clockwork Chaos

Posted by: Manuhell.2759

Manuhell.2759

Now we just need an alliance between her and Mad King Thorn for Halloween. Oh, that would be fun.

Liadri - Everything That's Wrong With GW2

in Queen's Jubilee

Posted by: Manuhell.2759

Manuhell.2759

Man, people sure will defend everything.
So now a floor that makes it difficult to even see the aoe rings has become “an intentional part of making the fight even more challenging”.
So i’ll assume that even the camera problems are part of the challenge. Especially if you’re a norn, that’s like hard mode.

Or maybe they’re just things they haven’t considered and that should just be fixed.

Queens Speech the most lacking content patch?

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Manuhell.2759

I wonder if “The Queen’s Speech” will even be the real name of the patch. After all, in the release page, the name is vandalized as well. Maybe it could be “vandalized” further later, changing the name of the release.

Heh, called it.

How is Automated Response not fixed?

in PvP

Posted by: Manuhell.2759

Manuhell.2759

As far as this game’s game mechanics works, crowd control skills are the one listed there.

How is Automated Response not fixed?

in PvP

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Manuhell.2759

And still nothing was said about AR.
As in the aforemented patch note, after all – not even the wording change was written there.

Still, if they meant to change AR as well with a stealth nerf, it would have been quite deplorable.
At least they should have written it.

Queens Speech the most lacking content patch?

in Clockwork Chaos

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Manuhell.2759

I wonder if “The Queen’s Speech” will even be the real name of the patch. After all, in the release page, the name is vandalized as well. Maybe it could be “vandalized” further later, changing the name of the release.

Improving Engineer's Main Hand Weapon choices

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

I also find it notable that all replies on this topic seem to address all other Engineer concerns – Turrets, Gadgets, Traits – aside from the topic of Main Hand weapon skill tweaks.

Could it be that we as Engineers have been so inured to the niche utility of weapons and have favoured Kits so much that we have forgotten that Weapon Skills exist? I find this to be a deplorable state of affairs.

Well, our weapon skills are weaker on purpose since we can use kits (https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-December-14-2012/999247). Something that doesn’t even make sense, imho, since it is a forced penalty for something optional.
Anyway, i suppose people aren’t even bothering about them anymore.

Regarding Static Shield, instead, i have to digress. Imho, the tweak deprived him of a good part of its utility.
Before, when you blocked an enemy in melee range, the skill canceled and the enemy was stunned for 2s. By doing so, you had those 2s to act toward the enemy.
Now the skill doesn’t cancel, and the stun is reduced to 1s. But to do anything toward the enemy you still have to cancel it, thus removing the only advantage given by the tweak. In 1vs1 is a sure nerf.
But even assuming there are multiple enemies, you’re still unable to act while they’re stunned if you want to maintain the block. Basically, that stun is rendered for the most part useless and you’re just using a warrior’s shield stance with a lesser duration and 4/3 of the cooldown.

How is Automated Response not fixed?

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Posted by: Manuhell.2759

Manuhell.2759

Well, two points. First point being, if all they wanted to do was to clear up the wording, I would say neither description is particularly accurate. If you wanted to clear the wording up, all you would do is add a single word to the old description. “Become immune to new conditions when health is below 25%.”

Well, it all depends on what they find accurate. I mean, it isn’t like the tooltips in this game are that great after all…

The second point is, refer to the developer clarification to Berserker’s Stance that Lopez mentioned earlier, which has the same wording as the new wording of AR.

Indeed, but the rewording of AR wasn’t even mentioned in the patch. It was basically a stealth change.

What we really need would be a dev to come and explain how it is supposed to work.

How is Automated Response not fixed?

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Posted by: Manuhell.2759

Manuhell.2759

Regarding the rewording, it depends on what they were trying to convey to the player.
“Immune below 25% hp” could also have wrongly mistaken as acting on pre-existant conditions, after all. While the new tooltip, knowing that condition duration applies at the conditions’ application, is clearer in that regard – as in, it works only on conditions applied below 25%.
But well, it all depends on what they mean with the trait’s wording.

How is Automated Response not fixed?

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Manuhell.2759

You can’t compare those trait to automated response. They don’t give immunity to something, they just reduce the effectiveness. If AR only reduced the duration of conditions by, let’s say, 50%, then the comparison stands and you would be right.

The only trait that can be really compared to AR is Defy Pain and the difference is clear.

And you got that explained in the old thread as well, but i’ll repeat it again.
A permanent defy pain below 25% would be too strong, unlike AR. For starters, direct damage is done by almost any skill, unlike damaging conditions. Also, unlike conditions, direct damage is dealt instantly – you still have to deal with the leftover conditions with AR. Toughness would be useless, so people would simply not get it and get vitality as a defensive stat instead.
Then you just have to worry about conditions while you’re mauling your enemy…and you’ve got a stance who does exactly that. Or shouts with the related runes that can remove conditions. Or cleansing ire, and you just have to fight to remove them. You could also use the healing signet to ignore part of them. And once the enemy has used up his conditions attacks, he’s probably screwed – cause the autoattacks don’t deal good damaging conditions usually, they’re mostly direct damage-based.

You are still failing to see that what I’m pointing to be as a flaw to the trait is the permanent 100% immunity to something.

You’re still failing to see how it is balanced along with the drawback of staying alive below that threshold – cause that’s the only use one can do of that trait.

Still, Necromancer are in a worse position compared to Engineer. No mobility, no evades, no blocks, no vigor at all, no reliable access to stability, no stealth at all, light armor… and they are even considered as master of conditions by design, so AR makes more sense on Necromancers than on engineers.

And a second hp bar along with high hp. And minions that can deal with the enemy while you stay far enough. Also, fear when they come near.
But anyway, it all comes up to design choices.

About thieves, it is only that trait that removes conditions. Just one trait that removes max 2 conditions if you sit in stealth for 4s. I think they can use an AR-like trait better, uh?

They would, if they hadn’t got all those evades to avoid direct damage below that threshold and the capabilities to reset the fight as will.

You argument is laughable, really.

I could say the same.

You have a second chance. If there wasn’t AR, you would be dead against the condition spec you’re facing. The AR version I’ve suggested gives you the time to heal back and cleanse conditions to be back again in the fight and to not make the same errors you made that almost killed you.

Not abusable, better working as a second-chance trait.
Why are you so in denial of a non-abusable but better version of the trait?

Cause there is no abusing to start with. And your modification would be exploited by any enemy smart enough, instead, rendering the whole trait useless. Also, grandmaster traits should be build-defining ones, not just “second chances”. And AR adhere to that description quite well, seeing as you’ve got to build specifically for it to use it decently.

And despite all your whinings, i still don’t see these armies of AR engineers roaming around, unlike full condi necromancers. That means, people don’t consider it overpowered and something that can faceroll enemies.
Unlike full condi necromancers.

How is Automated Response not fixed?

in PvP

Posted by: Manuhell.2759

Manuhell.2759

Pretty much every other trait in this game works how I’ve proposed. Guess we have to buff all other traits which triggers on X HP because in your opinion those are underpowered? Jeez…

Actually, this isn’t even true.
Desperate power, Bark skin, Enlargement haven’t got any cooldown, for example, and i’m just listing the ones who act under a certain treshhold on the user.
The ones who’ve got one are usually active effects, like giving a boon or some condition to the enemy. All things that would go haywire without that (cause balancing issues aside, staying at around 25% would process them repeatedly).

What makes engineer so special to the point that they have the right to have condition invulnerability at 25% hp via trait? Why don’t we give mesmer a trait like that instead? Their condition removals is less prominent compared to engineers. Why not Thieves? They have only a single condition removal trait.

Medium hp/armor, lack of evades, no reliable access to protection, lack of stability, no “teleport” skills, reliable stealth only via combo fields. That means that we’re quite vulnerable to direct damage, so staying at less than 25% hp is a risk in itself for the engineer. And that’s exactly why the trait is balanced – it is good, but you’ve got to put yourself in danger to use it.
Cause not every enemy is a full condition one, despite what you’re making it seem.

Also, mesmers have actually got quite a number of condition removals as far as traits go. People just don’t use them cause of opportunity costs.
And regarding thieves, why don’t you say exactly what that trait does?
“one condition every three seconds from self while in stealth”
guess it is enough, for an adept major trait…

Every “on X HP” trait works as a Death delayer. They are supposed to give you a second chance, not to win the match in your place, as you want them to behave.

And there is no second chance as you would want it to behave. Cause the engineer class deals mainly sustained damage – something that needs time to work. We aren’t warriors – we aren’t supposed to burst the enemy down.

How is Automated Response not fixed?

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Posted by: Manuhell.2759

Manuhell.2759

What are you talking about?
I’ve said that “call a teammate” is not a counter, because it means “you can’t kill him, just move on”.

So what’s your point? According to you and most people in this topic, AR is useless and never used anyway.
Giving a full cleanse and limited condition immunity at 25% HP really gives a second chance against conditions, since it gives you all the time to heal back up.

Imagine you are against a Necro, it takes away 75% of your HP bar with conditions and chain fears. AR kicks in, all conditions are cleansed and you’re immune to conditions for 6-7 seconds. You have you kitten automagically saved and you have enough time to realize that you should heal back up. All automatic and passive, even a braindead is capable to succed with, just how you like it.

What’s the problem, then? Maybe it is because this new version can’t be abused? Oh…

No, because it would be a terrible trait, simply put. The enemy has full control over it. He just has to trigger it, even with a single bleeding at 25% hp, and condiburst the engineer later. Almost useless versus a single opponent, completely useless versus multiple opponents, and that’s despite being a grandmaster trait with a strict hp requirement on a medium hp class.
Also, since the engineer deal with enemies via sustained damage, he can’t do much in that timeframe. He would just delay his death – assuming the enemy is a full condition one. Otherwise he can die even before that – after all, there is still the direct damage.

Despite your whinings the trait is fine as it is, with the class as it is.
Obviously we already replied at this suggestion in an old thread, still you continue to propose this terrible change to nerf it into the ground.