break. I feel like they should be back by now..”
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With the now choosable dailies, don’t they have an option of stopping yaks in the mists(wvw)? Or killing invaders in the mist(wvw)?
Just sayin, and gathering can be done in the mists, kill variety can be done in the mists, crafting can be done in the mists, underwater/ground kills can be done in the mists. There really isn’t a need for wvw dailies when they are already there just not labled “WvW”. You still get laurels from pve dailies which benefit you in wvw, and you still get karma/coin/exp which may or may not benefit you (depending on if you’re not 80 and working towards a legendary), etc etc. Badges are easy to get with the right people or right time for mesmer’s in the jp.
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Feel like this belongs in the bug sub-forum but anywho, using the pvp salvage kit on things like staves, I have gotten elder wood log twice now since the patch. Don’t think that is intended <.<
Hi,
5.) Weekly bug fixes/patches instead of monthly ones.
If we we’re ranking this list from most to least important, this should be top ^^
Waiting ~30 days for fixes on things that are broken NOW, isn’t working and the mists are noticing this. I see a lot of people right now in the mists, probably checking out how the new pvp patch is playing out but I bet in a week or so this number will diminish to a few pve ppl dancing on our graves :/
Even if it slightly skews the meta, they need to be adjusting things constantly until it works because looking at it on paper doesn’t seem to be doin much, it needs to be tested by the community (public test realm perhaps?) The small step fixes are imo better but they take ~30 days to come and its driving a stake into the mists.
I don’t know if its the conquest maps are bad but how little you are rewarded for the killing that occurs. Imo they should double the points generated for kills.
Then people would zerg in spvp and it’d just be which group can go around wiping small groups instead of capping. I think conquest works fine, but we need more game modes for sure, many people have suggested some interesting ones over the months..
This patch literally does absolutely nothing to:
Thief Burst
Guard Bunkers
VERY SLIGHTLY nerfed Ele Bunkers
Warriors Still suck
Engi Turrets still useless
Necro Pets might be ok with buffs? Probs not due to bad AI.The whole thing they talked about buffed weak builds while managing and scaling back strong builds…where is THAT patch. I’m just appalled.
Last month they didn’t balance anything so two months and we get some haphazard patch that does nothing to address 99% of the problems to class balance.
Slow and steady changes are great when they aren’t once every 1-2 months and the game is closer to balanced than it is to imbalanced. Their game is so brokenly staggered in build effectiveness and uselessness that sweeping changes are completely needed and also why we should have PTR to test such things.
Nope – necro pets that got buffed were jagged horrors, those little useless creatures that only work to hinder necromancer. Most of the patch were fixes for this class, some bugs were reported in beta, so it took them six months to fix them.
The only minion buff was the 80% to blood fiends. Overall the patch was extreamly crappy – almost nothing was done, was this supposed to be the PvP patch? Or am I mixing something up, since I see more updates to pve as usual so during these 6 months pvp players got: 5×5 hotjoin, 2 new maps, 1 map tournament – sure that sounds reasonable in comparison towards numerous instances, world maps, items, etc that pve players got…
I feel sad that you feel that way :/ but not everyone can be pleased at once, especially with how overwhelmingly difficult it is to keep 3 different types of players interested (pvp, pve, wvw). I just stand by patiently since this game isn’t anywhere near complete and yet we have soo much to do. Imagine what we will have in 6 months from now… Cantha? Ring Of Fire? Jormag? Esport(long shot but doable)? New wvw maps in rotation? who knows.
Anyone ever listen to their live interviews? They don’t drastically change anything, its step by step. Otherwise it just skews things out of wack and playing wack a mole never fixed the playing table.
I enjoy “steal”, I don’t always enjoy what I get from “stealing” however. Self inflicted, rng, makes sense why they removed it. However many people I have seen complain that the mesmer stolen skill is op, well more options and lowering the chances of “consume ectoplasm” would be good. Ele steal is just sad, I’d much rather get lava rock and get a reliable burn from them as opposed to a weak dmg+chill that you must stab, not throw.
In pve, in general a few tweaks to stolen skills would be nice like the fact that we have 2 stolen skills that do EXACTLY the same thing (tuft and feathers), maybe feathers should grant swiftness and you get feathers if you steal from a ranger pet in the bird family/moa. Just more options OR more control over it, don’t need both but it isn’t that appealing in spvp unless you go power build and get mug.
A-net never improves on stuff, they just stack new stuff and hope you’ll ignore the old, decaying remains of what used to be part of the game.
Very biased opinion, they are actually gana be using SSC for part of the new guild missions so, no they actually do work on the old, and add the new.
Huge Supporter of out of combat Switching of weapons. This would help in Dungeons also where I am running a Scepter/ Dagger, then need some long range for a fight or two. A lot of the time in pugs you get your scepter on then someone hits combat and you can’t put your dagger on.
No No No IN COMBAT SWAPPING although Out of combat is just fine and saves us a little time is all.
Same, but out of combat swapping in spvp should have a large cd still. It isn’t hard to exit combat in spvp with ele or engineer and swap a weapon (even in hero panel). Ofcourse in tpvp you can’t swap out weapons anyway so no use there.
Really? 20 skills isn’t enough?….out of combat maybe with a cd I can see being acceptable (and for engineer) but no more.
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Steal in spvp really needs more options for what skill/item is stolen. 1 per profession just isn’t enough, especially when not all builds on thief really use said stolen skill or rely on it too much. They could make the chances of these vary so the “better” stolen skills occur less often but still be an option. Something simple like
Ele- Ice shard + Use staff or Throw lava rock (either 1, not both)
Ranger- Healing seed + Eat egg
Guardian- Mace head + Club shockwave(this one would be a low chance)
Warrior- Whirling Axe + Bone crack
Necro- Skull fear + Exploding venom sack
Mesmer- Consume plasma + Throw Gunk
Engi- I feel like this should change to Throw Net + Shoot rifle, gunk doesn’t really fit it too well (unless you stole from a turret, but idk that you can)
Thief- Blinding tuft and Tooth stab
I dont see this being lore appropriate, since the races are supposed to be working together. Now if they allowed for “evil story lines” playing like the seperatists and svanir inquest etc, but that would take soo long to make a story line that fits them and just doesn’t seem necessary.
Removing a broken mechanic is no alternative to actually fixing the broken mechanic. Focus on what’s important, don’t divert needless attention to removing features.
Who said anything about removing the pet?
Ranger pet mechanic isn’t the best, but it is with us no matter what. I only suggest an alternative to how stow works and a reason to do so other than for avoiding combat, like in bosses for example. Your pet dies in many bosses, so you want it away or atleast on passive. That means your dps is lowered drastically since the pet isn’t contributing.
And thank you Leo G, I updated the trait. OFC not all need to be taken, they are just part of the suggestion to get an idea of how to buff ranger to compensate for the lack of a pet (stow) but will have no affect at all on people who use the pet (when it is out)
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If Anet was doing a good job at balance I shouldn’t be facepalming and asking myself why I bothered at all to roll a ranger, level it to 80 and try to PvE/PvP, both of which my class is terrible at on all levels.
I agree with the poster above me, though. You don’t just pile on things(Ranger needs across the board buffs, yes) but you take from as well. You don’t just make Class B stronger to make Class A seem weaker when it is not, lest you end up in a blizzard frost mage situation where you must throw in something stupid like resilience to make it work.
I play ranger in both pve and spvp and have no issue at all. In fact, I think outside the box and enjoy it (no more trap ranger). Just because you fail to seek a fun/viable build doesn’t mean the prof is useless/unbalanced.
Hi, I have played Gw1 and GW2 for an exceptional amount of time. Not trying to compare the features side by side, but the ranger change has bugged me since pre-day 1. I have an 80 ranger, have played with it in pvp, wvw, and pve often and understand how most things work on it, it relies on the pet. It feeds off the pet. But what if we don’t want the pet? How does one seperate an entire profession mechanic and still maintain the unique flavor this profession offers? (or should). I have been brainstorming and would like to share now.
First off, change how stowing pet works. It should be a constant, that is toggled. In other words, when you click to stow pet it should stay stowed no matter if you enter water, take any sort of damage, or w/e. Now this would require a change to the cd on stow so for now, lets say when you stow a pet, it goes on a 60 second cooldown and summoning a pet goes on a 60 second cooldown for re-stowing(this does not affect swapping pets, this is only towards stow).
Secondly, we need a reason to stow pet other than being embarresed that our pet couldn’t help us when needed most. ANY values I post on this part are subject to change, and are only to give the feel of what is getting benefitied. Lets start by acknowledging the vast majority of ranger skills revolve around the pet, can’t exactly just remove that. So lets add to them in this new stow mechanic
=Traits
(Marksmanship)
-Steady Focus: Same 10% dmg when endurance full but an additional 15% dmg while pet is stowed (in combat) The idea of this is to introduce the feel of playing without the pet if the player wants to but also to not force players to the end of this tree just to get this effect.
-Spotter: Maintain same current effects, but add the option of IF your pet is stowed, increase this bonus to 140.
-Remorseless: Maintain same current effect but if a pet is stowed, regain opening strike every 15 ranged attacks (ranged weapons).
(Skirmishing)
-Primal Reflexes: Maintain same current effect but add the bonus of 25% endurance if a pet is stowed.(so vigor for 5 seconds and 25% of your endurance)
-Companions Might: Maintain same current effect but add the option of 1 stack of might for 3 seconds to yourself on critical hit while pet is stowed (Cooldown 5 seconds).
-Agility Training: Maintain same current effect but add the option of 15% bonus movement speed to you while in combat while pet is stowed.
-Carnivorous Appetite: Maintain same current effect but while pet is stowed, you gain that healing effect on critical hits with a 5 second cooldown(scales off your healing power).
-Moment of Clarity: Maintain same current effect but increase this value to 200% while a pet is stowed. (so it goes from 150% to 200%, not 200% more incase that confused anyone)
(Wilderness Survival)
-Expertise Training: Maintain same current effect but add the option of 175 cond dmg to yourself while pet is stowed.
-Hide in plain sight: Maintain same current effect but while pet is stowed gain stealth for 3 seconds, move 50% slower for 3 seconds, and remove the effect (daze, stun, launch, kd, kb, etc). This cannot occur if your pet was stowed within the last 3 seconds (if so, the old effect takes place).
-Bark skin: Maintain same current effect but while pet is stowed your pet will automatically be summoned(under 25% hp) and activate “Protect Me”. This effect (while stowed) cannot occur more than once every 75 seconds.
(Nature Magic)
-Bountiful Hunter: Maintain same current effect but increase dmg to 10% while pet is stowed.
-Vigorous spirits: Maintain same current effect but spirit takes 25% less damage while pet is stowed.
-Nature’s vengence: Maintain same current effect but add the option of gain protection (for 5 seconds) when spirit is killed while pet is stowed.
-Spiritual knowledge: Maintain same current effect but add an option of retaliation to itself while a pet is stowed.
-Enlargement: Maintain same current effect but add the option of stability to yourself(and dmg bonus) for the same duration when you reach 25% health and your pet is stowed (cooldown 90 seconds.)
-Spirits Unbound: Maintain same current effect but Spirits apply a cripple effect 2s per pulse (every second) while moving in a 380 unit radius around it while pet is stowed.
Nothing for beastmaster since that trait line is centered around pets (mostly).
Also, I suggest any effects while a pet is stowed be immediatly removed IF the player calls upon the pet as to not overlap the two. The goal is to add an option for players who’d like to play without a pet without simply making pet summoning a selectable skill(like in Gw1).
I would suggest (and have opinions) changes to the current weapon/healing/utility/elite skills while a pet is stowed but 1 step at a time (I feel like traits were the biggest change).
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Think of how much you’d see getting done to, say, glass cannon builds if they ate 12x 25 Stacks of Bleed? Heck, even a tank-like build might be really in trouble at that.
How is that different than being hit by 5 different 100b warriors at the same time? Why should a team of direct damage dealers be more effective and capable of dishing out damage than a team of condition dealers?.
. . . because you can dodge Hundred Blades. You can’t dodge ticks from conditions.
You can however remove conditions. No matter how many bleed stacks you have on you, one condition removal takes care of it completely. It’s as if you had an effect type that removed all damage you have received in the last x seconds.
Thats an issue in spvp, I think the main idea of this post is about stacks being capped in pve when you have multiple cond builds. PVE in world events(depending on the event) you get multiple cond builds becoming useless since the cap is reached but spvp is hardly the case. Wvw is a hybrid of the 2 so hard to approach that but I’m sure someone has ideas.
What is being seen is lack of satisfaction from every corner of the map (pve) If you go to cursed shore, any dragon events, queensdale, Wayfarer foothills, or even Brisban Wildlands(or w/e the centuar region is) it is full with people. Any other place just isn’t rewarding enough or lacks the fun events people are looking for. Things like this are being worked on from what I’m told.
I feel like the majority of this thread is bashing on the developers for not fixing everything at once. If you hate it so much then don’t play, if you want them to fix it sooner support them through gem store and post suggestions on how to fix it instead of just demanding some fix you may/may not like. Ideas work together, slandering doesnt work at all.
PVE and some encounters in wvw need cond stack fixes so cond builds can be more useful, spvp only needs adjustment to cond removal for balance but cond dmg in tpvp and spvp is fine as is imo.
I think it’s a little naive to say that ultimately buying more gems will produce faster fixes. This is also increasingly difficult when people are not happy about specific aspects of the game, or when developer/staff mentality is defensive. (see: Perceived loot thread)
I think the main point isn’t bashing devs for not fixing it – I think it’s more about adding a feature in game, and then realising it’s not working as it should, and that there’s almost no room for movement on improving it – considering they mentioned it was going to be released “when it’s ready”, we’re seeing things like this pop up, because it wasn’t ready.
Sooner doesn’t mean soon, but the more money they get the more resources they have to work on things and maybe more room for employees. From my understanding this game was released prematurely due to lack of funds. If thats true, then they need money to get out of the hole but also, since cond dmg is also a bandwidth problem, can upgrade their server load to handle more stacks(if they went that route). There’s a thread in the suggestion forum,
https://forum-en.gw2archive.eu/forum/game/suggestions/Possible-Change-for-Condition-Handling/first#post1502555
that is actually quite interesting and seemed more viable than simply raising the cap across the board or removing condition dmg :/
Removing condition damage is not a solution it is THE solution. You just haven’t figured out any creative way to do it yet.
If any Conditon Damage exists on gear, you can replace it with Power. If Power already exists you replace it with Precision.
Traits that have anything to do with Condition Damage will have to be redesigned. Arenanet created a ton of traits in GW1. I’m sure they’re smart enough to think of some.
Weapon skills that have Bleed, Burning, Confusion and Poison can be redesigned to inflict more direct damage and ANY of the following; Vulnerability, Weakness, Chilled, Immobilize, Cripple, Fear and Blind.
If arenanet leaves conditions in this broken state; we as the community should not tolerate it. Developers should not expect thier players to continue playing a broken game.
Thats about the most kitten idea ever. It isn’t working right now, so just remove it…. They replaced magic dmg(common mmo element) and replaced it with cond dmg and I like it a lot more. No longer have to worry about hp, mag def, phy def, elemental resistance, etc. It is much easier to handle. Not to mention, this cond issue isn’t game breaking. If you need a moment to clear your eyes maybe this game isn’t for you. Cond dmg isn’t great, but its not broken.
OP, if they went by your philosophy we would all play bunker _ and have infinite mobility, cc, dmg, cond dmg, cond duration, and healing (yes I’m pointing a finger at bunker ele) Buffing everyone would just trash spvp to a clone war and nothing would be done. They need to buff the builds that “suck” and adjust the builds that are too common to get them closer to each other. Simply buffing a couple builds to match the “best” build is stupid.
I feel like the majority of this thread is bashing on the developers for not fixing everything at once. If you hate it so much then don’t play, if you want them to fix it sooner support them through gem store and post suggestions on how to fix it instead of just demanding some fix you may/may not like. Ideas work together, slandering doesnt work at all.
PVE and some encounters in wvw need cond stack fixes so cond builds can be more useful, spvp only needs adjustment to cond removal for balance but cond dmg in tpvp and spvp is fine as is imo.
I have never noticed a problem with how the current system works. Besides, such a major rework to the entire system would require so much work that it’s just not really a good idea.
Why try to fix something that isn’t broken?
It kinda is broken atm. Not so much in spvp, or too much of an issue in wvw but pve is horrible. Many skills have condition effects, whether they are intentional or not players stack them to 25 really quick with 2-3 players. All those other stacks are goin to waste and thats what is broken. DD can keep goin and it doesn’t have a cap but conditions do and it hurts them significantly in world events. Especially hurts when a non-cond build is stacking conditions rapidly while the cond-spec guy is trying to cover up their mistakes.
Wvw is hardly an issue, things die no matter if you got 25 bleeds or 1000 bleeds from how many people are usually taking something like a champion or legendary npc out. Spvp is fine but cond removal should be tweaked in there to be more balanced across the 8 professions.
SB, D/D, SoM, healing on initi spending, caltrops, caltrops on dodge, dagger storm, never die ^^ A lot of tricks to SoM if you experiment with it.
Those are fps. This is an mmo, lol so your point is invalid. I know what those people were like, exactly why i stopped playing fps (and fps in general were the same kitten over and over, ever year was duller than the last).
Doesn’t matter what kind of game it is. If this game had a console-using portion of the playerbase I guarantee you the community would be far different.
Furthermore, MMOs do not work well on consoles.
(P.S. – Just because you think I’m wrong doesn’t mean my point is invalid, chief.)
Different isn’t guarunteed bad. And me calling a point invalid doesn’t make it any less of my own opinion, chieftess.
Yes, its pretty obvious (not just speculation), a large portion of console players, as in strictly console, are not of mature behavior being the population of games like halo and cod series. Thats not to say 100% of them are spoiled brats, and thats not to say we are forced to deal with them. I find kids in these games anyways, they arn’t secluded to one platform, they can spread anywhere a parents cc can reach. But we can block them with 2 clicks and I already have atleast 10+ on that list. Rude players, childish players, ignorant players, they arn’t avoidable.
Like I said, I dont mind the way it is now I’m used to k/m but there is a playerbase out there who are more casual mmo players and a console version could satisfy them greatly. FFXI had console support and I saw no drawback from it, graphics don’t make the game content does(although graphics are nice to have). This game is, play it your way. Not that we need smart phone apps to play gw2, but more options can’t hurt especially if they bring in money for the team to work with on newer content.
Controller support and the consoles holding back content would be an issue but who knows, maybe ps4 xbox 361 can handle it (doubt xbox, but maybe ps4). I think some professions can’t work on a controller but I have seen people work with some of them on a controller and it looked fine atleast from how effortlessly it seemed.
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Not sure what your tryin to say Iehova but ok…
Play an online round in Halo 4 or Black Ops II. You’ll understand quickly.
Those are fps. This is an mmo, lol so your point is invalid. I know what those people were like, exactly why i stopped playing fps (and fps in general were the same kitten over and over, ever year was duller than the last).
Not sure what your tryin to say Iehova but ok… And i played dcuo on console(was free, so figured why not) and I didn’t see any shortage of people anywhere. There was tons of people in pve and pvp servers. Unless you mean the community being full of weird stalkers well you find that no matter what game/console your on.
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I remember the first few months on the forums many rumors about this game being added to consoles in the future(broad word so no idea). Is this true? or were they acual rumors? I’m sure a lot of gamers would feel more comfortable joining this game with a tv and controller as opposed to k/m.
I feel like the main thing holding this back is controller support being suitable across all 8 professions and the game not feeling like you “suck” without a k/m. I enjoy the game’s availibility as is but was curious as I have many friends/family whose main reason for not playing is the game feels to hardcore requiring a fancy pc and k/m just to be anywhere near acceptable in the various parts of the game(spvp and wvw mainly, pve is sorta hard on a bad pc but I’ve seen people work around that.)
I’ve already invested over $700 into updating my pc/mouse/headset but not all people want to toss that kinda money in (many people have spent much more than that) just to play a game.
I would be open to a profession suggestion forum. Only problem I see is 99.99% of them not being taken since there is hardly even room for 1 more profession with how much the pre-existing professions can do already.
pve, would be nice but designing weapon skins takes time. Don’t want sloppy branches and scrap metal for a skin do you?
PVP, no. That would just over complicate the whole set up and there are enough issues already.
I ocassionally roll thief in WvW myself, using S/D & SB instead of the common used D/D combination. I gotta say, those using HS D/D aren’t worth the name “Thief”, because they ruin the entire profession’s name. I don’t use the stealth spam neither, so don’t say that EVERY thief is a kitten, although a lot of them are.
I suggest they counter the HS spamming by higher cost of initiative and fix the culling.
I have trouble with those HS/BS thieves myself in WvW, unless you make them waste all their initiative then hunt them down while they are useless.
HS + stealth spam thieves are not the way thieves should ever work.Heartseeker Spam is one of the easiest things to avoid in PvP, I suggest you learn ways around it (there are several, I won’t bother explaining, because its all over the Thief Gameplay thread.)
The closest i can get is dodge and a block from shield (which i do not use) and if i did all he would have to do is go stealth and get more initiative
So use a shield? Warrior is very susceptible to being bursted down due to no retreat skill or good sorce of vigor/endurance gain so knowing that, in spvp, I always run a shield. You should be building the defences you are missing instead of expecting to brush off 12k dmg. If someone wants to build 100% offensive skills (excluding healing skill) thats fine but don’t get upset when a good thief comes by and eats you for breakfast. (Stun breaks help to, as for hs just cc…)
Oglaf, not calling you a troll but you should just stop posting here if its just creating an unnecessary arguement. Sam, just move on and don’t fuel the flame thats started, moderators will shut down posts if they stray off topic and just have multiple posts going back and forth at one another instead of being productive. Technically you don’t have rights to stop anyone from posting but said person should also acknowledge when things are no longer constructive and just move to other thread/sub-forums.
For the summoner, I would keep accepting feedback but if you are serious about going through with this I would get more thoughts and info to add to the op. It would help people get a clearer idea of what your spirits/ghosts/summons are behaving like and maybe take a paragraph or 2 to explain how they are different from the pre-existing summons many prof have access to.
My problems with thieves are just two:
- Models are not preloaded when thieves lurk around, so they can deal several hits before they are actually visible. You should not be damaged by enemies you can’t see, unless they are cloaked, yet we have too many cases of invisible non-cloaked enemies hitting players that can’t see them. Fixing culling won’t fix that for thieves, as the game won’t load them until they are revealed.
- They can get away too easily from fights. Solo thieves tend to look for weak targets, and run away from fair fights. Even after the rebalance of level scaling that still works for them.
They have lower risk thanks to that, but the same rewards as the rest, meaning that the risk vs reward ratio of thieves is imbalanced compared with the rest of professions. Something must be done to compensate, like stealth lasting less while running away from enemies, or even stealth being removed altogether upon leaving combat (still being able to apply it again while out of combat, just removed when the arrows to change skills appear).
If you start a fight you should risk your own defeat, and they don’t. They just try for weak enemies and run away when they find someone they can’t defeat.
Mesmers can do the same ^^ and guardian or ele bunker can just live forever. I’d take fighting a coward who runs away vs the unkillable bunker ppl any day. Guard can sorta be killed, but bunker ele no no no no…
Fixing the rendering would solve many of these complaints, because in spvp I don’t really notice this. Its just in large scale fights ppl dont load to begin with, then add invisible people having to load and it just goes haywire.
https://forum-en.gw2archive.eu/forum/game/suggestions/weapons-what-is-gw2-missing/first
I would check this thread out, has a lot of feedback already.
So the idea of the wand is ranged combat summoning spirit weapons to attack with you? Or is it summoning spirits from the mists to defend you?
Sounds to me like weapon skills are summons and maybe a skill shot to make them do something unique but guardian has utility skills like that (bow, sword, hammer, shield I believe). As a weapon skill kit it would be unique but the concept is already in play with guardians. I think a summoner prof may be impossible simply due to how much each prof can already “summon” or call upon so the feel of it couldn’t feel fresh.
Personally I wasn’t happy with how much each prof could do from the start simply because introducing new professions is near impossible without recreating the same thing, an issue many people in these forums have come across. But I guess that was their aim, probably makes balance/adding things a heck of a lot easier when there are less professions since the more you add, the harder balance becomes(something League of Legends is constantly having to deal with, their patch notes are full of changes to many champions each time)
It amuses me to see thief nerf requests instead of people asking how to counter stealth to begin with.
1. No stealth is invulnerable, if they are actually gana spam stealth they are most likely dancing around you therefore you know to swing/aoe around your spot. simple cc and you can make a stealth spamming thief/mesmer cry.
2. No, there is no such thing as perma stealth. Even with 15 in shadow arts and every stealth utility/healing/weapon skill you won’t be in stealth forever, not to mention if they are just going stealth without attacking you, why worry about them? They physically cannot perma stealth, that is a rendering issue and not a broken class mechanic so stay tuned to the developers on fixes(they already said they are making progress towards this awhile back).
3. If a thief is 1 shotting you, they obviously are glass cannon and you are glass cannon as well. Advice? Don’t build glasss cannon against the best burst prof in the game. You will lose more than enough times and should learn that by now. Immobilize, launch, kb, kd, stun, ummm dodge?, fear, sink, float, daze. My ranger with sb can easily counter any thief, simply because I can instant daze their healing stealth skill, or use my 4 skill from warhorn and track them, or plant a trap down and track them when the trip it, or even muddy terrain that pathetic Hs spam and watch them leap in place.
Just to name a few…. seems like no one is open to ask for counters. Bunker ele and bunker mesmer atm are the only real op builds since nothing really can counter them aside from out numbering them. Try to 1v1 a good bunker ele, try to 3v1 a good bunker ele, doesnt work. I can counter thief on 3 different professions np, and I wouldn’t say I’m remotely skilled to be playing in the big leagues. Thieves are not broken, you should be asking for advice not to slap on more nerfs to the most nerfed prof since release
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Thats an issue with server reponse, not thieves (mesmers can stealth as well). People abuse what is availible as long as it is availible (common behavior of today’s generation of gamers) so you must learn to cope. There is work being done towards this and it will be fixed in due time. Just in the next 1000000000000 years maybe their generation wont be full of 12 yr olds trying to abuse bugs to gain an unfair unitentional advantage over the opponent and maybe then we will see a normal pvp match…
IF only mortar was kittentastic, then maybe it would be viable in tpvp in holding a point from afar… from what I’ve seen only 1 elite on engi is usefu and that is supply drop… Not really diverse is it?
Imo, there is too much being asked in this thread about various topics. Should narrow them down and mabye you woulnd’t need to bump them.
They are fixing things that break. Just trust Anet on what they’re doing and try to tough through them. I’m sure things will be back to normal, especially when the 26th patch comes out
2 questions. What is the party size limit for these? and are they open pve or an instanced area? From the video that was posted I don’t recall any of those places being availible yet and I explored a ton of pve but they showed tons of people in them suggesting large scale groups are allowed.
TO the great workers at ArenaNet, THANK YOU! You are releasing exactly the kind of content that has been requested in the suggestion sub-forum for months and I just wanted to thank you for answering our problems and keep blowing our minds^^ Looking forward to march updates.
PS. Is there gana be info on the spvp changes before the 26th this month? or will we wait to see?
The only skills I wish was changed was 1 and 2. Increase the highest dmg Rapid Fire can acheive however it would come at a cost.
Each consecutive hit deals additional dmg(small increase). So the starting dmg would be lower but for each hit you get the dmg is increased for that skill (like an internal skill buff). It would count up towards 10 (max) and if you managed to get the full 10 hits off, it would do more dmg than 10 currently does assuming all the same factors(crit chance, crit dmg, might). Essentially this would be stronger for people who can get the full channel off but require a bit more skill to prevent weaker dmg.
If you miss any hits, the counter for the skill simply doesnt go up. So if you hit 6 hits in a row, then miss the 7 the counter is still at 6 for increased dmg and if you hit the 8th arrow it is at 7, etc etc. Also the counter only effects the skill, no other sorce of dmg from you.
It’s better than simply adding a cond or buffing the current dmg on it imo. Would take more skill but pay off well if you can work with it.
1 just needs more dmg at further ranges. Perhaps for traiting into LB (1500 range) there should be an added description into the lb basic attack that does bonus dmg when you exceed 1200 range. The basic attack on lb for ranger compared to sb on ranger is really weak dmg because of how fast the sb is and the skills take very short time to shoot off. The lb should have more range base but if thats not gana happen (probably won’t) then it should have much harder hits for playing long ranged combat. sb just pays off soo much better for how quick it is and the daze/dodge/cripple instant cast. LB should fullfill that long range support/dmg better than it does now.
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Better yet, Anet should purchase or partner up with GW2LFG.com and incorporate their menu into the game. It is idle, since you don’t have to mess with it and people will see it no matter where you go. Cities are empty already, just a bunch of ppl dancing holding costume brawls and talking conspiracies. Go to hoelbrak and try finding someone who isn’t below level 20.
I can see 2h crossbow, but 1h xbow? Doesn’t exactly have a magazine (unless you count the triple shooting xbow from Dark souls). Bad enough we pull arrows from thin air and pistols magically load but.. the idea just seems goofy imo. Its basically an overratted pistol at that point.
I have been anxiously awaiting an xbow for thief. Simply enough, it would be slow, hard hitting, longer range than sb (for thief). For others, possibly guardian, probably just be moderate range (1000) with hard hitting support skills.
Well NinjaEd, i stated right off that this was a very clear work in progress. I just wanted to get the very basic idea on the table and move on from there. This makes it easier to build and fine tune a workable suggestion
Well like Redrex said, your teasing with not enough
Turning junk into allies would actually be quite unique but how long do you think these allies should last? (Health, durations) I await more info before I can comment on what is there (aside from the concept seeming exciting). You are free to blow our minds sam ^^
I would, if I were you, put more detail into this profession idea of yours. I always read these posts (making my own atm) to learn things and ideas from them. The biggest difficulty with designing a new prof in this game is making it unique. Not just renaming a skill or making skill X produce a different boon/condition but full in depth descriptions. Going as far as explaining/making a youtube video with the attack skill look arn’t necessary but it needs a ton more information so people can understand what it is you are trying to show them.
To respond to the idea, I think a mist summoning prof could be interesting but what about skill types (Traps, physical, shouts, tricks, cantrips, things along the lines of these that offer different types of abilities)? What kind of elite skills (something to define the profession in an extreme way)? What profession mechanic (virtues, steal, pets, burst skill, these things fill F1-F4. Something that fits the profession and feels fresh/useful no matter what build you use)? There is a ton to put into a profession. Not trying to be rude, but just stating what I see missing.
I build full damage on my theif and I earned 100% world completion solo and I also earned Dungeon Master title. Theifs are not under powered in PvE, and their very strong in PvP/WvW. I really don’t understand why people complain about them. Their a hard prof. to use but if you learn to play them properly then you will have insane damage and good survivability.
Its the invisible factor that blows peoples minds. I can play ranger or warrior pvp pve wvw and have no troubles with thief. Really not hard to deal with but atleast 99% of complaints are from people who havn’t done their homework or bothered to ask people how to counter :/
People actually like my thief joining them in pve. I don’t see where/who this applies to…
I usually fill the of high dps and taking out a target asap and don’t need anyone to “hold aggro”. Sure I die a few times, no one is perfect. But I find groups easily, and if the dungeon requires I switch to my perma evading thief and simply outlive everyone. (Have on occasion, been the last person standing on my thief and finished a boss off simply because I know what/when to dodge.)
Having our pets ‘age’ is fine, but please don’t make them bigger. I have a polar bear and that thing is already too big.
Or give us an option, even if it’s gem store, to shrink the size of your pets. I’m tired of my pet being as big as my character.
Oh and I’m tired of my pet running far ahead of me when I’m harvesting something aggroing things I’m no where near.
Are you an asuran? Bears in general are fairly big, can’t ask them to make care bears
On topic, +1. I would like a noticable feature (visual) change on a pet if you use it enough. Like size or allow to change colors or add some horns/mane/tusks/ etc to it as it evolves. But no to stat bonuses.
Raid would be 1 dungeon that lasts awhile and has like 15+ or w/e people. Now limiting a dragon lietenant fight to 5 people would just be silly unless they added tons of npc allies which would make it feel less significant as a group. This would be multiple mini story line quests you take step by step. The last part of the mini story would be the dragon kinda like how the personal story was, you could bring 4 other ppl along but there was no real need in those. Its just slightly expanding on it, call it a raid, I call it group story line.
Best comparison would be to battle of claw island fighting the undead dragon but instead of having all those npc’s helping you (although it was cool) this would be much harder and as a guild group.
(edited by NinjaEd.3946)
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