Showing Posts For Montgomery.1986:
How could this be anything but a rush job?
Be grateful they didn’t give you lightning worms like Meteorlogicus got. And those footsteps are tiny as well (thank god for tiny blessings.)
Also, the changes make no sense whatsoever. You nerf CoF1 and then you put in SuperCoF1 in Divinity’s Reach, Orr and Frostgorge. If the tokens remained the same, you would still be making far less gold by running a dungeon path over and over again than you would be by mindlessly zerging champions.
I agree 100%, also, I wish occasionally an entire patch would be dedicated to balance and fixes. Giving out a lot of stuff doesn’t cover bugs and imbalance.
Thought to be the worst of all Legendaries. Minimal effects, no foot steps, it just sits there. Change it from the worst to the best. Don’t even bother with the special effects, now that we have the new instruments, have it be the new lute instrument when you double click it while equipped.
Edit: if you really need it to have special effects, give it a disembodied spotlight when you are playing, not much more ridiculous than the Moot.
(edited by Montgomery.1986)
I would suggest using humans to guide more processor intensive checks of potential hackers. I’m sure there are ways to specifically pinpoint a hacker that couldn’t be used as blanket coverage over the whole player base, simply due to excessive processor use. In this case, have a “possible hacker” report. Once that is done, more specific tests and maybe more importantly, recorded evidence of such hacking could be made, which can be reviewed by Anet staff at their leisure.
Whenever there is a ranger in the group, or mesmer to a lesser extent, and there is a situation in which we need to keep the target in a stationary position (for example, Subject Alpha from CoE,) inevitably, the target gets pushed out of position by the pets.
You can plainly see this on path 2 and 3 of CoE on the second Alpha attack when you stack up on the pillar. In groups without rangers/mesmers, Alpha usually stays put, only getting out of position because someone rolled out of the corner or some other mistake. With rangers and mesmers, you can see Alpha slowly get pushed, further and further until someone starts to edge forward and everything goes into chaos. I would assume if you repositioned your pet to get behind Alpha, he would push it back, but no one ever does that. It’s getting so that I mentally cringe whenever a ranger joins the group in CoE.
This is a small change that will make rangers more desirable in groups.
I never played it, but wasn’t there a problem with “money laundering” in one of those Star Wars MMO’s that had to do with tipping?
Simply put, it is tedious to go back and forth from your home instance to mine 3 pieces of quartz every day. Currently I’m simply stocking up on quartz so I can totally ignore this feature, but if Anet is deciding to populate the home instances with new features and resources, it may become more necessary to do so.
Yes you can fast travel, but I’m a cheapskate and I’m sure a vast majority of people are cheapskates who use the Mists long-cut to save a few silver every now and then. Putting a portal (really just relocate your home instance to Lion’s Arch) will save on a lot of useless travel.
One time use? Terrible beyond words. Infinitely reusable, I’d love it, but I doubt it’s part of their design, plus that would be a little too cheap, maybe.
Probably the worst thread ive seen on this forum since release..
Nade damage is a kittening joke already
giving three nades right off the bat would make condi nades ridicolously OP
cant believe this kitten actually got over 1K views
Good for you, now go away.
Trickery Master
Confusion attack
5 sec confusion(5stac) on crit/ 10 sec cd.A wild thief appears
thief attacks you with >>sword attack<<
you loose
No kidding, I think you guys should start thinking what it would be like if you were on the receiving end, which you might very well be if this ever went in.
Pile driver: Does whatever a pile driver attack would do (I was thinking of daze, but then it would have a long cooldown and when doing the piledriving motion, you’re not likely to hit someone on the head, so a cripple attack.) When targeting a turret, it will drive it into the ground providing 1000 added toughness. (or whatever.)
(edited by Montgomery.1986)
This necromancer grandmaster trait comes close:
http://wiki.guildwars2.com/wiki/Deathly_PerceptionIt gives 50% greater chance for critical hits under death shroud. You can combo it with any long-lasting skill e.g. well of suffering to make each tick of the well have 100% crit chance.
Let’s assume the character has normally 50% crit chance and 110% crit damage. It would do 0.5*10.5*(1.5+1.1)=1.8 x damage. In death shroud 1*(1.5+1.1) = 2.6 x damage. That is a 2.6/1.8 = 44% damage increase. Underwater life blast can hit about 2k/hit, 900 range, a mere 1/2 s activation time and each life blast removes one condition and transfers it to the enemy! It can be traited to give one stack of might per blast, cause vulnerability and pierce.
I enjoy underwater combat a lot, one very good player called me “best EU underwater fighter” and in WvWvW I am called “lord of the lake”, but that is exaggeration. I am an old man with slow reflexes. I haven’t yet run against a good necromancer underwater, but when I do, I know I will be a lot of trouble if I get within range.
But back to the topic:
The +50% damage increase from grenades assumes that all those 3 grenades hit the same target. This rarely happens from >1000 range, unless the target is standing still. And even then at 1500 it often happens so that not all 3 grenades hit the target. Especially underwater where the grenades spread a lot.Grenade barrage is by far the biggest damage skill of the kit, then followed by shrapnel grenade. Grenade barrage normally throws 6 grenades and with the grenadier trait it throws 8. All those 8 will hit the same only if the target is right next to engineer (basically engineer has disabled melee auto assist and inside enemy character model). That is only a 8/6 = 33% damage increase if all the 8 grenades hit. Then comes the traits: Incendiary Powder will trigger with just 1 grenade per 10 seconds. So the grenadier trait won’t synergize with this trait.
Summary: grenadier grandmaster trait is very powerful indeed, but in real life situations doesn’t give a +50% damage increase, about +33% is more close to truth.
This requires a high crit rate and enough life force (or people dying around you to always be in death shroud. With only Grenadier, you can have 50% extra damage whenever you want.
For the spread, I agree, I even mentioned that it could be decreased in the OP. But that happens with 2 grenades as well, so adding a third grenade would likely increase the chance you hit a few targets more. But this is the same for lots of skills, if you place your skills “poorly” they will not do their potential damage. A poorly aimed whirlwind or a misplaced symbol won’t do their full damage; and a 1000+ ranged grenade will likely miss a few targets. If you want to guarantee 50% extra damage, you need to hit your targets point blank. That is simply the mechanics of the skill. In a similar way that Necrotic Grasp can easily be avoided if targeted at a 1200 range target, except more RNG is involved.
You are absolutely right about Barrage, I did forget about that part. But the gist of my suggestion is to keep everything the same, but add the target hits/crit chance(procs)/vulnerability/bleeds that an extra grenade would bring. In that sense, Barrage grenades would be adjusted to have the same damage as they currently have.
And while Incendiary Powder doesn’t synergize much (you do get extra chances to crit, if your crit chances are poor.) Steel packed powder does, Shrapnel and sharpshooter will as well.
so basically grenadier stay the same but without it you get 3 grenades too? at least they could change grenadier to adept trait then. it make no sense its grandmaster.
What? Why? It’s already one of the most powerful traits in the whole game. If you spam grenades, which is a perfectly legitimate way of dealing a lot of damage (our best consistent damage of the game) Grenadier (either version) basically increases your total damage output by 50%. No other single trait of any class will give you that kind of bonus. On top of that, it increases the range of your attacks to 1500. The highest range of all skills. And you don’t want to take it because it’s a Grandmaster Trait?!
The whole idea behind this change is that the gap between traited vs non-traited grenade is HUGE (hint: you deal 50%+ more damage with the trait.) The non-traited grenade is anemic and flaccid. The traited grenade is powerful and one of our best damage dealers. The pressure to take Grenadier is huge, thus limiting the choices most engineers (who care about it) to a very small number of builds. Increasing the number of grenades for non-traited engineers VERY SLIGHTLY narrows the gap between the two. And you want to cry that non-traited engineers get a slight buff and go home and take your toys with you?!
Whats the point of this? its grandmaster trait and if this happens i wont use my engi at all same with last patch haven’t used my ranger at all after that.
Did you see the word nerf and just decide to post?
I would argue that if you’re taking that much retaliation damage, you should switch to a different kit.
Oh god this argument again.
You play an Engineer right?
Please point me to the weapon and or kit that DOESNT consistent mostly of AoE and/or fast-hitting attacks.
The point that the poster was arguing was that 3 grenades (or in actuality, he was thinking 4 grenades if you read through) was way too much retaliation damage. But 2 grenades was just fine. So with that in mind, Rifle, Toolkit, Bomb, Elixir gun would produce less “hit rate.” If a grenade can hit 5 people, then 2 grenades hits 10 times, with a cast time of 0.5 seconds, so if you’re point blank or in the cycle of throwing grenades, they will be hitting 20 targets per second. Bombs also have a 0.5 second cast time, ignoring the fuse time, you would be hitting 10 targets per second, about half the amount. Hip shot would only pierce 5 people at most, and has a .75 second cast time, so it’s autoattack (8-9 hits/second) would be less than grenades and bombs. You could spam all your attacks, but they also have .25-.5 second cast times and have cooldowns associated with it. Toolkit auto attack hits at 0.5/0.5/1.0 seconds and hits 3 people at most. Giving 4.50 hits per second. All of it’s other attacks are slow so spam away. Tranquilizer dart fires at .75 seconds and hits a single target, you could also spam your attacks but the damage from Elixir gun is rather inconsequential and the number of hits from spamming every thing is similarly inconsequential (unless acid bomb doesn’t have a limit, then you could have like a hundred people sit on the thing and then you’d be right.)
So basically, don’t use Flamethrower autoattack or piercing pistol autoattack where you hit more than 3 people in a row and you’d be getting less retaliation damage than 3 grenades (ie 30 hits per second.)
(edited by Montgomery.1986)
While I agree it would make the trait more boring, I think such a change would make it more balanced. The difference in the grenade kit is extremely drastic when using grenadier, so it makes using it untraited in a build a much weaker choice. In fact, I don’t know of any grenade builds that don’t use grenadier. This ties you into 30 explosives, so the variety of builds suffers greatly. In this way, it’s sort of similar to the deadly mixture trait that just boosts the damage on elixir gun and flamethrower. However, you’d still have the range boost, so that does increase the utility in a way.
My main concern to this proposed change is that it will empower condition builds, unless the OP also meant that the condition damage should be reduced without grenadier being taken. Unfortunately, I don’t believe there’s any mechanic in the game that allows traits to apply percentage based increases or decrease to condition damage. In general, when you see something like “+33% damage”, that only applies to the direct damage, and not the condition damage.
Do you mean the added conditions that come from the extra grenade? That means the current Grenadier trait empowers condition builds. So not only do you get the +300 range, the 50% increase in straight damage, the added chance to proc crit/bleed/vulnerability/sigils, you also get the added conditions on the specific grenades themselves. That’s even more reason to bring the extra grenade down to the untraited level, because the sheer difference in power of traited vs untraited pressures engineers to take this one ability. I’d even say a damage buff to untraited grenades while keeping the Grenadier trait the same would be in order, but most people would find this unreasonable.
Let’s do the math, assuming original grenade damage is 100. Then nerf it by 33%. We get 66. Then according to your idea the grandmaster trait buffs it 33%. We get a total of 1.33*0.66 = 0.8778 original damage, which is just 87.
In other words you are asking a 13% damage nerf with the grandmaster trait. A big NO from me.
You would need +50% damage buff in the grandmaster trait to keep the damage the same. (0.66*1.5 = 1.0)
For comparison power necro, berserker thief and greatsword / axe warrior still do better dps than it is possible the grenade kit. I haven’t yet tested with a full glass cannon ranger and elementalist, but I have a hunch that full glass ranger single target dps is better than anything engineer can dish (> 10k crits with auto attack are confirmed).
Okay, I can see where my statements were confusing. If you read the OP, I was using “the 33% damage” as a concept to indicate that specific chunk of damage, not so much as part of a mathematical function. For example, if grenade damage currently is 100%, I’d say nerf it by X amount (which equals 33% of the current damage.) Add the grenade. Then with the Grenadier trait add X back in.
So yes, you are correct, the Grandmaster trait would say “Increase damage by 50%…”
It’s not a nerf, because you add the extra grenade in. It’s a buff for those who don’t have the Grenadier trait, and neutral if you do.
the FIRST nerf to grenade damage is what he said. he’s not calling your idea a nerf. which in essence is what it really is. means anyone who wants the full damage of grenades to get the trait. and knowing anet, 3 grenades untraited would mean about ~150 damage per grenade.
Huh? Did you even read what I wrote?
He said:
“The first 33% nerf to grenade damage wasn’t enough for you ?”
Implying that there was a nerf that I didn’t think was enough and this idea is a further nerf.
And no, it is not a nerf. I said, add a grenade and drop the damage by 33%. If you have 2 grenades at 100%, you’ll get (2×100%=) 200% damage total. If you have 3 grenades at 67% you would actually have (3×67%=)201% damage total. So it’s even a tiny, tiny buff in damage. This is BEFORE ANY TRAITS ARE CHOSEN. When you add the trait that I explained would be +33% damage, you get 3 grenades at 100% (67, the new damage level + 33), 3×100% = 300%. JUST AS IT CURRENTLY IS. Where are you getting this 150 damage from?
Gain swiftness (5 seconds) whenever you equip OR REMOVE a kit. This effect can only trigger once every 5 seconds.
You can already get permanent swiftness by spamming your kits, and there’s already a 5 second cooldown. This would cut down on the already spammy play of the engineer, just a little bit.
I would argue that if you’re taking that much retaliation damage, you should switch to a different kit.
Dude… even with just piercing pistols I take a TON of retal dmg. I can deal with it… but 4 nades would just add to that problem with no real solution to anything. I don’t see anyone complaining about 2 nade eng’s… or nade eng’s at frekkin’ all. If it’s not broke, don’t try to fix it.
The thing with piercing pistols is that the auto attack explodes for every target you hit. If you fire into a zerg, you’ll likely hit more than 3 targets causing more than 3 explosions, causing far more retaliation than 3 grenades. If you’re piercing less than that, and you’re dying from retaliation, you need to get more survivability or switch to a single target.
I would argue that if you’re taking that much retaliation damage, you should switch to a different kit.
It’s not a nerf, because you add the extra grenade in. It’s a buff for those who don’t have the Grenadier trait, and neutral if you do.
Nerf grenade damage by 33%, but add the third grenade in for those without the trait (and possibly narrow the spread.) Then add in the 33% with the Grenadier trait and the extra distance.
Grenadier is one of the best traits that we have, as far as damage is concerned, it is a huge jump in damage. Not only does it increase damage by 50% and increase range, the additional AoE grants extra chances to crit/deal bleeding/cause vulnerability etc. If a build does not include grenadier, it is doing itself a big disservice dps wise. This narrows the variety of builds because it is so powerful.
By adding a third grenade and diminishing the damage, we keep dps constant, but normalize the added damage from the extra crit/damage/vulnerability and it makes choosing a grenade kit more attractive to those who do not choose to take the Grenadier trait. Those who choose the Grenadier trait experience no change.
A dungeon’s expected level is not a good indicator of dungeon difficulty, see AC and COF for examples. Therefore, it does not make sense to have X amount of tokens be a lesser reward (lower level item) in a lower level dungeon and X amount of tokens be a higher reward (higher level item) in a higher level dungeon. For example, if I spend 30 tokens for a rare from Ascalon Catacombs, it is a level 35 armor item. If I spend 30 tokens for a rare from Citadel of Flame it’s a level 75 armor item, AND I can get an ecto out of it if I choose to. One is far more valuable than the other, yet many people would agree that it would be far easier to get (since CoF is so easy.)
If you already have all the exotics or gifts that you need from AC, currently, there is no real incentive to run AC (unless you just want to.) You could buy exotics and transmute them, or toilet them, but that is a very poor investment of time and effort.
I would suggest having two sets of armor. One at the current level with a normalized price and one at level 80 with the current price. For example, that AC armor goes from 30 tokens to 13 tokens and you can buy a level 80 piece for 30 tokens. All exotics would remain the same. Separate each armor set with the Lesser and Greater prefixes ie Lesser/ Greater Ascalonian Clergy Cowl (rare).
I have, for a while, been outfitting my mesmer with shiny pink mesmery weapons – The Anomaly, the Whisperblade and the Vision of the Mists. The latter two weapons require 250 each of orichalcum weapon components which in turn require 1500 orichalcum ores to produce. To acquire that much ore without draining my whole bank account, I’ve been farming orichalcum nodes on a daily basis.
My problem is that ore nodes are reset every time a new build is installed. This means, I must travel around 2 gigantic Orr zones and 1 gigantic shiverpeak zone to relocate all the nodes that have reset. This is fine. I expect occasional resets. What is not fine is having to do it once, then 6 hours later having to do it again and then the next day having to do it yet another time, which is what often happens when large patches get sent out.
I think it would be nice if you could have orichalcum locations persist for a set amount of time after each big update. 1 or 2 week would be great.
Wow, just tried it and it worked like a charm. Thank you sir.
Though it feels kinda cheaty with the “can’t drop kits” message that you get, I’ll live with what I can get.
Okay, I get the whole aesthetic about elixir gun’s acid bomb; “Hey, I’m a wacky inventor, I make useful things that have weird side effects! Look how zany I am.” I’m okay with that. I like that acid bomb does a lot of damage, but I hate having to launch myself halfway across the screen every time I use it then have to run back, or worse have launched myself off a cliff. Or when tactics dictate that I need to keep in a stack to prevent general mayhem, I must ignore a great source of damage.
I would love it if Acid Bomb was split like Elementalists’ Magnetic Grasp. Drop the damaging acid, then give me the option to blast myself to the moon. Of course you’d probably need to change the name, but gameplay wise, this would be the superior option, in my opinion.