Showing Posts For Nova Stiker.8396:

Tone down overlords plz

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Also, prevent projectiles to be thrown behind. Unless Engineers are NBA players, throwing grenades a good 50 feet behind is a bit stupid.

Every ground targeted skill in the game works like that.

True, but it should only affect Ground Targeted Projectiles like Grenades and…
and…
Tossing Lava Axe?

(edited by Nova Stiker.8396)

Tone down overlords plz

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Nothing is going to change until the new traits patch. Which might not come for a very long time.

Defensively, I don’t mind the engineer, however, there is ONE thing that must go.

_

Overcharged Shot. Increase that cooldown to 25 seconds. You got 2 kits, I think you can deal with a little loss in your powerful CC abilities on your main weapon.

Also, prevent projectiles to be thrown behind. Unless Engineers are NBA players, throwing grenades a good 50 feet behind is a bit stupid.

PvPboys farming leaderboard

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I find the matchmaking system to be working just fine. I would much rather play a game and be challenged immediately (1-2 minutes) rather than wait 20-30 minutes to find the perfect matchup.

What everyone seems to overlook is that the people who browse these forums is an extreme minority of the total number of people who actually play the game. Just because people on the forums whine the loudest, doesn’t mean they speak for everyone. And ANET doesn’t solely consult the forums for feedback.

It takes 2 minutes for you to find a match? It takes like 10 minutes for me :\

Phalanx Strength or Forceful Greatsword :(

in Warrior

Posted by: Nova Stiker.8396

Nova Stiker.8396

Lol an ele complaining about warrior support, anyone laughing at the irony?

Ugh, there needs to be a poster inhibitor that prevents people from making comments who are still practicing in Queensdale…

My elementalist can easily stack 25 stacks of might, supply a chain of regeneration, fury, swiftness and protection cross the entire party. Through attunement rotation, good skill timing and blasting fire finishers in the middle of a fight, the elementalist is superior at support as well as a beastly AoE damage dealer.

Warriors can easily stack party wide 25 might stacks by swinging a sword.

Do you see the issue now?

_

You could try mastering the Elementalist or you could just role Warrior and get similar results by pressing keys 1, 2 and 3. Sure, it’s not going to be as good but why play and practice other classes?

I have 0, none, no problems with Warriors being excellent at support. The biggest issue with Phalanx Strength is: it’s easy.

Are you guys really content with Warriors being straight up mindless, no matter what their role is?
It’s fine for play styles to be mindless, but when it’s the best solution, that’s not good.

(edited by Nova Stiker.8396)

Elementalists and new spec system

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Eles will gain access to stone heart, a more skill oriented defense mechanism ( and personally far better) than passive protection/cantrip spamm, I’d remove even frost aura from soothing wave.

No, eles won’t disappear from pvp at all, the role will simply change.

First off, Stone Heart is not a well designed trait. Like diamond skin, the concept of pure immunity needs to go.

Secondly, answer me this:

  • What is the current role of Elementalists in PvP and what will the role change too?

Elementalists and new spec system

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Guys remember the preview, it’s more alone the lines of, “is this possible” than “this is our ideas.”

_

Lets not jump to conclusions, ArenaNet had learned their lesson with Dhuumfire and Stunbug, let us enjoy the fact every class has a good build this meta and have faith ArenaNet knows what they are doing.

Besides, they are reading the forums, I stated before I saw several of my own trait suggestions in the preview :P
Sadly, none of my suggestions about the Elementalist made it but whatever, one small step I guess >:(
Anyone for Fire Magic? No? What about Earth? Still no? Is air magic fun yet? Oh my no…

They know that listening to players is a good idea, considering a lot of us has played longer on our favorite classes than they’ve been working at ArenaNet.

(edited by Nova Stiker.8396)

Phalanx Strength or Forceful Greatsword :(

in Warrior

Posted by: Nova Stiker.8396

Nova Stiker.8396

Thing’s Elementalists do in PvE…

1. Provide 100% Fury uptime for the party. PS warrior doesn’t.
2. Provide insane front loaded burst damage with Ice Bow and Glyph of Storms
3. Have about 40% more personal sustained DPS than a warrior.
4. Provide permanent swiftness to the party.
5. Bring blast finishers on demand in and out of combat for utility

And people are trying to say that a phalanx warrior somehow invalidates Elementalist? You don’t understand the meta at all if you think Ele and warrior are competing for party slots: the warrior is competing with Ranger and Engineer. Those are the classes who should feel bad, if anyone.

-_-

/facepalm. (I main ele btw, I know full well how good our damage is)

The meta is killing nearly any boss in the game under 15 seconds.

I know this.
You know this.
ArenaNet knows this.

Do you honestly think the new expansion, ArenaNet is going to keep letting bosses be shredded with ease?

Lets face it, the zerker meta will end. There is no way ArenaNet will allow players to continue to shred their dungeons in under 15 minutes.
_

Also, Forceful Greatsword in PvP? I’ve seen that before but I’ve only seen dead players use it… I have no problems with the damage of Forceful Greatsword, as I stated before, in combination with Phalanx Strength makes for some very powerful, mindless hack and slashing in PvE, there is nothing supportive about the trait than “hit more”. The last thing I want in the new expansion is easy content.

(edited by Nova Stiker.8396)

If burning stacks by intensity...

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

  • Does that mean if you cleanse the intense burning, does the regular burning get removed?

Can that also be a factor with bleeding or poison? Have a variation of bleeding like deep wounds or a stronger poison like toxicity, it deals more damage but is technically classified as bleeding or poison?

If that was the case, what would be the best way to identify the intense burning condition stacks? It shouldn’t be more icons… Maybe a vibrant red border around the icon with a number on the top? Signifying the target is burning in addition of the number of intense burning.

_

Can boons receive the same treatment? If you have a stronger variant of Might (that is still treated as the might condition) that grants 60 power instead of 30.

Or perhaps it should be a magnifier, if Fury receives the same treatment, a stronger Fury could add 5% on top of the 20% per stack.

_

Does it always have to increase damage? What if stronger torment deals no damage but will pass normal torment onto adjacent passing enemies based on how many stronger torment stacks the target has?

_

Although I believe the boon and condition system should be scrapped all together due to it’s hindering ability, but the skill preview it appeared they are brainstorming the idea of how some conditions work.

In other words, ArenaNet, please keep brainstorming the idea of a refined condition and boon system

Phalanx Strength or Forceful Greatsword :(

in Warrior

Posted by: Nova Stiker.8396

Nova Stiker.8396

Does all that might really help, though?

I’m sure any self sufficient player can achieve that level of might, and anyone with the build that uses might surely had. Only thing in that combo that benefits the player is the Forceful Greatsword. Then a lot of trait points has to be reserved for Phalanx Strength.

In a brute strength team I can see where this shines, but I get the feeling this requires organization. Still, all those points put for PS could be distributed elsewhere to help the player more. Only thing that would be sacrificed is party support, and many seem self sufficient enough anyway.

I’d rather put those points to either benefit my offense, defense, or survivability. Support is not needed in this game, from my experience, so I think I’m better off without the PS support role.

I find it just the opposite when it comes to might, on my thief, 25 stacks of might can have Backstab land 15-20k, not to mention 5k super fast auto attacks, sure my Warrior can hit 30k Hundred Blades but with slower 2-3k auto attacks plus I can use Backstab more often than hundred blades.
In other words, those might stacks my thief vastly out damages my zerker warrior as it scales unbelievably with power.

Might boon is are in a weird spot, if you cannot get above 15 stacks of might in PvE, don’t even bother getting might at all.

_

I heard burning might get an intensity alternative, perhaps if boons like Might and Fury get the same treatment, it won’t be so bad for GW2 combat.

Phalanx Strength or Forceful Greatsword :(

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I won’t say I don’t care for PvE.
I won’t say Nerf phalanx strength to the ground.
I won’t argue about how different Forceful GS work in PvP than your usual still mob.

But

How about you go to your ele or necro or whatever proffesion forum and QQ about their role in PvE instead of crying loud to Nerf other proffesions based on upcoming changes that hasn’t finalized yet ?

Thank you.

Toxic much? Maybe it’s your “profession.” XD

I just don’t want those traits to get overlooked. A couple seconds to get 25 perma might stacks to yourself and party is WAY to good for PvE. With the new expansion coming out, maybe a new challenging mini dungeon, a massive new area to explore, you don’t want it to be too easy and Phalanx Strength is very easy to abuse to begin with.

The reason why I made this thread is because the developers flat out said they are happy with Phalanx Strength, not surprising as it’s a beastly PvE trait.

_

I know that it’s a WIP, after all, that new leap trait is kinda silly because if you are alone you HAVE to use a longbow as it is the only weapon with a combo field for warrior. It would be interesting to have that double leap trait plus an additional effect of banners to lay down a combo field or the #5 skill Plant Banner to create a combo field or something.
It’s still a WIP, just don’t overlook the current work.

Elementalists and new spec system

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Posted by: Nova Stiker.8396

Nova Stiker.8396

How to fight against Elementalist as a thief in a team fight:
Step 1: Apply Chill.
Step 2: Come back to it later.

At this point I doubt ArenaNet will keep to the original placement, after all, the preview was more of a collection of thoughts rather than a set ideas. Granted, a lot of those ideas are… still pathetic for Elementalist.

Diamond Skin? Just have it so you are immune, reduce or just cleanse a condition based on your attunement (IE, Fire grants immunity to burning, water negates chill, air stops blindness and earth prevents bleeding, etc.)

Not to mention there are still little reasons to put 6 points into Fire Magic, now with attribute allocation and traits are seperate, there is even LESS of a reason to go a Grandmaster Fire Mage.

_

I must rather more than anything see Chill no longer affect attunement swapping and Magnetic Grasp randomly failing.

_

As of right now, ArenaNet changed for the better. Some suggestions and ideas I made on the forums WERE on the trait preview.

Don’t panic Suprah, have faith in ArenaNet. We all don’t want another Dhuumfire PvP killing massacre on our hands.

(edited by Nova Stiker.8396)

Phalanx Strength or Forceful Greatsword :(

in Warrior

Posted by: Nova Stiker.8396

Nova Stiker.8396

With the new trait system coming I am very excited for what is going to come both in PvP and PvE.

That being said, lets be honest, in PvE, Phalanx Strength is broken. In a couple seconds me and my entire party will have 25 stacks of might. With Rune and Sigil support, plus 100% critical chance, Forceful Greatsword is way to good with Phalanx Strength keeping a perma, party wide 25 stacks of might

I know, who cares about PvE balance? Well, I look at my Elementalist and now I wonder why he’s even needed. Granted, dungeons are a bit too easy for their own good right now, except for stupid parts like luring ooze to levers at the same time but you can attack the oozes WTF WHO WAS DUMB ENOUGH TO DESI-.
But the point is, Warriors replace every offensive support build right now… As well as every offensive damage dealer.

_

As stupid as this sounds, as this problem is purely PvE exclusive, ArenaNet, please change either Phalanx Strength or Forceful Greatsword.
Perma, party wide, 25 stacks of might completely crushes the support role from all other classes. In the trait preview, you said you were happy with the trait, I can see why XD
Hell, give Phalanx Strength to necromancers, give them a role outside of PvP.

(edited by Nova Stiker.8396)

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Back onto topic.

With the new trait system coming, I really hope ArenaNet keeps a close eye on the damage from procs. Critical hits can do a lot of damage in a very short time.

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

a bit of topic, but would also love proc icons for IP and such… would really help

There are a lot of traits that could use animation.

Like why isn’t there any traits that affect the color of Death Shroud?

Art team is busy with 700 gem outfits and 600 gem fans.

They REALLY need to change that system :\
At first the Gem Store was just super dry, but now there are more outfits and weapon skins than the community can handle, how much more do they really need?

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

a bit of topic, but would also love proc icons for IP and such… would really help

There are a lot of traits that could use animation.

Like why isn’t there any traits that affect the color of Death Shroud?

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

But the whole point of static discharge is to crit as much as you can as fast as you can if you get rid of the critting your losing pretty much the entire build

True, but engineers are getting a 5th toolbelt skill. I wouldn’t be surprised that skill disappears altogether next major patch, as focusing your entire playstyle on an Adept trait is not ideal game design :p
It would be like playing Pokemon and your team is focusing on abusing Bubblebeam XD

Now if it was grandmaster and it grants 100% critical chance on all toolbelt skills, I wouldn’t be against that.

Actually we still have static discharge in the new traits just mixed with kit refinement and you would not want 100% crit chance on toolbelt skills unless you wana see grenade barrage one shotting groups

I’m just tossing out ideas, the point stands having your core trait being adept isn’t ideal game design.

And lets be honest, do you really want Static Discharge to be the engineers best spiking build? Wouldn’t you rather have something more fun?

I have posted ideas on changing it like an idea of it stacking 1 charge per crit with a 1 sec cd once you hit 3 stacks it explodes for aoe damage, but the idea was tied into things I would like with hammer

I like that idea.
Plus you can have counterplay based on the number of charges you see.

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

But the whole point of static discharge is to crit as much as you can as fast as you can if you get rid of the critting your losing pretty much the entire build

True, but engineers are getting a 5th toolbelt skill. I wouldn’t be surprised that skill disappears altogether next major patch, as focusing your entire playstyle on an Adept trait is not ideal game design :p
It would be like playing Pokemon and your team is focusing on abusing Bubblebeam XD

Now if it was grandmaster and it grants 100% critical chance on all toolbelt skills, I wouldn’t be against that.

Actually we still have static discharge in the new traits just mixed with kit refinement and you would not want 100% crit chance on toolbelt skills unless you wana see grenade barrage one shotting groups

I’m just tossing out ideas, the point stands having your core trait being adept isn’t ideal game design. I’m not saying it’s bad or broken, just that it could be better.

And lets be honest, do you really want Static Discharge to be the engineers best spiking build? Wouldn’t you rather have something more fun?

(edited by Nova Stiker.8396)

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Offensive sigils shouldn’t proc at the same time or work together if you ask me.

Doom & Geo is stupidly strong together.
As is fire and sigil, it’s just unavoidable burst.

Correction: Doom is stupidly strong. Geomancy I can shrug off no problem. I love that Battle Sigil and Might boon got nerfed, but… Doom? Perma poison legit? I miss something?

Then again, having Chill slowing Attunement recharge is legit apparently while other classes can still swap weapons no problem. Allow Chill be the ‘ele killer’ for all the wrong reasons.

Fire and Air are not the issue.

Sure, Fresh air is strong, but if Electric Discharge can no longer hit a critical, that’s 2k-3k damage taking out of Fresh Air spiking.

(edited by Nova Stiker.8396)

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

i think they are nerfing necro downstate dmg but yeah right now, it is either pop invul/stealth before he targets you or get insta gibbed by all the procs

lol, pretty much, Lava Tomb is a threat but can be avoided. The thiefs Back Fighting also hurts a ton but the thief has such little amount of downed health to start with.

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

You’re going to hate our 1.5k crit Aegis burst then
Make that a 4k Aegis burst if my team is around you..
Oh, make that an 8k Aegis burst when I pop “Retreat” right afterwards.
..Oh and…. !

Yeah… No.

Shattered Aegis is awful. Using Aegis offensively is an awful idea. Giving Aegis the option to be offensive is bad design.

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

But the whole point of static discharge is to crit as much as you can as fast as you can if you get rid of the critting your losing pretty much the entire build

True, but engineers are getting a 5th toolbelt skill. I wouldn’t be surprised that skill disappears altogether next major patch, as focusing your entire playstyle on an Adept trait is not ideal game design :p
It would be like playing Pokemon and your team is focusing on abusing Bubblebeam XD

Now if it was grandmaster and it grants 100% critical chance on all toolbelt skills, I wouldn’t be against that.

(edited by Nova Stiker.8396)

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Spinal shivers hit 2K? I’m constantly getting hit around 5K by spinal shivers, lol.

I’m tanky, often with protection.

I’m all for Necromancers being dangerous when you are at low health. I’m not okay with Necromancers 1-shotting anyone below 50% health, Spinal Shivers and Close to Death are way to good together, combine with the Sigils it can make for a very uncounterable burst.

It’s getting nerfed anyway, and the counter is Los, blocks, quickness stomps, stealth stomps, not being a boon spammer, not being a medi guard.

I just hope it gets nerfed the right way as I have no problem with the idea of the trait.
Same thing with static discharge, I have no problem with the extra damage blasting out and will get better with a 5th utility.

But with critical hits, it turns traits more powerful than what it can be balanced for.

(edited by Nova Stiker.8396)

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Spinal shivers hit 2K? I’m constantly getting hit around 5K by spinal shivers, lol.

I’m tanky, often with protection.

I’m all for Necromancers being dangerous when you are at low health. I’m not okay with Necromancers 1-shotting anyone below 50% health, Spinal Shivers and Close to Death are way to good together, combine with the Sigils it can make for a very uncounterable burst.

What is originally a 1 second casting time, becomes instant and also benefits greatly with Close to Death.

Granted, Fire and Air procs can still happen due to the fact you must hit your target but at least the instant cast Spinal Shivers won’t completely eat your health.

_

Mug also received the same treatment for the same reason, unless you had a stun break off recharge, Mug, CoD, Backstab, Heartseeker, dead.

Mug behaves different from Chill of Death though, adding damage to a skill vs. trait procing although has the same problem, instant cast. You can smash the thief into the floor but Steal would hit ~5k damage, down you and his butt would still be on the floor.

_

Regarding Static Discharge, engineers are getting a 5th utility. Either that trait might disappear or should receive the same treatment.

(edited by Nova Stiker.8396)

Make it so trait procing cannot crit

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Posted by: Nova Stiker.8396

Nova Stiker.8396

This is for the new up and coming traits, where some skills are triggered upon a certain condition.

This is sort of an issue as of right now, nothing game breaking but I’ve seen it where Spinal Shivers hit 2k. I’ve also been victimized to a downed Necromancer hit 7k because of a crit from Spinal Shivers Crit, Fire Sigil and Air Sigil triggered.

This will also benefit play styles that do not rely on critical and prevent some traits from becoming more powerful than intended.

_

I don’t mind Sigils Triggering at once, if anything I love it. I do mind when both traits and Sigils trigger at the same time, makes for a very chancy gameplay.

Make it so Sigils and Traits cannot critically hit, only weapon skills or minion attacks can critically hit.

(edited by Nova Stiker.8396)

broken sigils / meta game

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Sigil of Doom needs to get nerfed, near perma upkeep of poison if you time your hits right. It turns bunkers into super bunkers. I don’t mind people killing, I do mind people killing and surviving everything.

I swear some Sigils feel like a rushed after thought.
Just look at Sigil of Torment:
“50% chance on critical hit: Apply AoE torment”

Er, don’t you mean, “50% Chance on Critical: Trigger a Torment Burst for area of effect damage.”

Even the wordings are bad.

I made a post on this:
https://forum-en.gw2archive.eu/forum/game/gw2/How-to-Make-Fun-Sigils/first#post4962273

_

The entire new combat system will be upon us soon with the changes to traits, which is fantastic as nearing three years is needs an update badly. What makes builds fun is having a lot of fun building blocks. As of right now some of those blocks are clearly more powerful and not well thought out as others.

(edited by Nova Stiker.8396)

Anet plz look at my MM history

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I wouldn’t have such a massive issue with it if the queue timers weren’t so long. I’ve had 10 minute queues for 7 minute matches.

I know Dhuumfire killed the PvP community but it’s now much more than that.

  • The sheer lack of balance updates. (6 months?! SERIOUSLY?!)
  • The complete lack of useful weapons and skills. (Warriors using longbows more than rangers)
  • Game mechanics that subtract from gameplay. (Endless battle of condi-spamming vs. cleansing, way to much CC, AGAIN this meta)
  • Lack of game mechanics all together. (Conditions and boons, doesn’t get any deeper.)
  • Rare bugs (not rallying, unable to revive, clipping underground or into walls, Magnetic Grasp fails for no reason sometimes STILL)
  • The complete neglect of good PvP suggestions. (How about 1 rally per death? Person with the lowest downed health will rally on kill)
  • The drive to make the perfectly balanced system where all classes are competitive is BAD. (As anything new can easily break the perfection, making adding new things very difficult, warding off any PvPers, unless the balance is updated often OH WAIT.)

Guild Wars 2 combat has something good, but nearing 3 years with really no growth. I’m astounded ArenaNet is even trying to make Guild Wars 2 an Esport.
Hopefully, all this neglect is just planning for ArenaNet to revive the community with lots of content in HoT.

(edited by Nova Stiker.8396)

Anet plz look at my MM history

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Anet doesn’t balance

I stopped reading right there. I agree 100%

Correction: ArenaNet should stop trying for Esports until the game is Esport ready.
That mentality has plagued Guild Wars 2 since it’s birth and slowing every potential of PvP growth.

Remember Random ArenaNets? Fight with your random team until you lose? That was fun… Wouldn’t it be awesome if they brought that back? No need to resign if no monk am I right? I’ve been on a team with a guardian and three mesmers yet we absolutely stomped. It was fun and I can only wonder how far we could have gone…
NOPE! We got Skyhammer which no one asked for, Courtyard which everyone asked for and Stronghold which we all miss despite being a beta mess.

(edited by Nova Stiker.8396)

Amulets responsible for the celestial meta?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

In my opinion, celestial is not the issue.

Engineers without Tool Kit dies fast, best Block in the game, best ranged CC, a powerful melee attack that’kittens hard with damage and conditions. Take out Toolkit and Engineers lose their meta status over night.

Elementalists can apply a bunch of protection as well as powerful condition denial. Take out Elemental Shielding or Cleansing water and we’d become significantly squishier.

Warriors Cleansing Ire, get rid of that and Warriors will be even more absent than the first meta.

_

Celestial isn’t the entire problem, I can pop Soldiers and still spank on my Elementalist. Not to mention Sigil of Doom turns bunkers into super bunkers, why that sigil is still around is beyond me.

There is tons of condition spamming, condition spam removal and CC. That having stability is not nearly has important skills that block or apply invincibility. Hell, my Elementalist doesn’t have any stability. With so much CC spamming and stability being on a high cooldown it’s just not worth it. Dodge or die.

_

I’ve stated this before, the meta is at it’s apex. The battle of conditions vs. removal, CC vs. stability cannot and will not get any better or healthier for “Esports”.

The result of Ele changes

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Posted by: Nova Stiker.8396

Nova Stiker.8396

At this rate daggers will completely be taken out of the meta and everyone will swap to Fresh Air or Tempest Defense for all the wrong reasons.

It’s clear ArenaNet had NO idea how to balance the Elementalist.

By far the biggest issue is the amount of protection and cleansing we get. Elemental Shielding and Elemental Attunement allow way to much protection, combined with Cleansing Water you got yourself a class that can keep itself clean of conditions AND can take 33% less damage at most instances of fight.

ArenaNet said themselves, you can be great at multiple things, the problem is when the class becomes good at everything.

_

In my opinion, Cleansing Water just needs to go. Which would suck as it pretty much allows me to 1v1 anything but lets face it, better to get rid of Cleansing Water than moving Elemental Attunement and Elemental Shielding to worthless tiers.

Fine. We are a bit easier to be blown up with conditions. Better that than being blown up by everything.

Do not get rid of the elementalist support, ArenaNet, this proposed changes just confounds me :\

_

Oh, and FREAKING FIX CHILL ALREADY GOD kitten .

(edited by Nova Stiker.8396)

Pin Down, must go.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Immo is a soft CC which is condition, not a CC which can interrupt.

A soft CC is a CC. Just because something is a subgroup of a group does not exclude it from that group….

The problem here is in this game

CC is considered as something which you can use to interrupt people.

stop being so stubborn about it, this is what general GW2 use when they are talking about interrupts.

and a soft CC is a condition. They are both totally different things

You seem pretty intent on believing your own made-up definitions of those words, despite large evidence on the contrary. However, I do find it particularly amusing that you have decided to see conditions and CC as mutually exclusive.

PvE bosses gain defiance when targetted by CCs and cannot be hit by CCs while defiant.
They can be immobilised.
Therefore, an immobilise is not a CC in this game.

http://wiki.guildwars2.com/wiki/Defiance

… Huh, by that logic it’s better than most CC.

Regardless, Cleansing Ire is an amazing must have trait. I DO NOT have ANY issue with that trait.

_

I said this before and I will say it again, I do not mind Warriors being tanky and supportive.
I do mind them being tanky, supportive and good damage/CC.

Pin Down is not broken by any means, but it’s the cherry on the cake for any Warrior build. I don’t want the Longbow to vanish completely but making it less of a perfect weapon will be a good thing.

Oh right, except the part Combustive Shot can be blocked. Has that gotten fixed? I’ve just stopped firing the burst at people all together so I haven’t tested it in a very long while.

(edited by Nova Stiker.8396)

Specializations Feedback: Pt. 1 - Ele

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Posted by: Nova Stiker.8396

Nova Stiker.8396

With all these changes, I hate that most of these do not change up play style at all or even builds.

- I still have no idea why Diamond Skin and Stone Heart still exists :\
Please just replace those entirely, there are tons of great suggestions on the forums.

- Bountiful Power, please just replace completely. It adds nothing to gameplay and is just inferior in the spot it’s in. There are tons of great suggestions on the forums already.

- Stop, drop and roll. I will now consider taking it, but for all the wrong reasons. If you are going to have Chill slow attunement recharge be sure it slows recharge for all weapon swapping too.

- Arcane Precision, why does it still exist? Please just replace it entirely, a 1% to 5% chance to cause a condition on any hit has absolutely no place in GW2.

_

Ugh, I can’t go on. Fixing problems which is great but ignoring others. I feel like it’s a step in the right direction but with the wrong shoes. You are getting somewhere, sure, but you are still tripping on all the problems.

I wish I could partake in the concept team, as I’m right now super curious of how ArenaNet is actually looking at all these traits.

(edited by Nova Stiker.8396)

Pin Down, must go.

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

The only way I would lose Longbow is if I didn’t need Cleansing Ire to survive. If ANet just remove Cleansing Ire, Warrior loses their meta status overnight.

That’s another problem, not to mention shouts and warhorn completely removed every condi-build out of meta. I don’t mind Warriors being tanky and supportive, Cleansing Ire does not bother me.

I do mind when Warriors are tanky, supportive and can strike with good damage and CC.

You’re talking about Shoutbow?

Shoutbow don’t have any stun/daze/CC. Shoutbow isn’t tanky or have good damage, its celestial.

It is, however, supportive, and mobile.

Pin Down.

The only time Cleansing Ire will ever get nerfed is when the balance of PvP will no longer be about condition spamming vs. condition cleansing.

Pin down isn’t a daze, knockback knockdown or a stun.

And your point? Last time I checked, it was still CC.

Pin Down, must go.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

The only way I would lose Longbow is if I didn’t need Cleansing Ire to survive. If ANet just remove Cleansing Ire, Warrior loses their meta status overnight.

That’s another problem, not to mention shouts and warhorn completely removed every condi-build out of meta. I don’t mind Warriors being tanky and supportive, Cleansing Ire does not bother me.

I do mind when Warriors are tanky, supportive and can strike with good damage and CC.

You’re talking about Shoutbow?

Shoutbow don’t have any stun/daze/CC. Shoutbow isn’t tanky or have good damage, its celestial.

It is, however, supportive, and mobile.

Pin Down.

The only time Cleansing Ire will ever get nerfed is when the balance of PvP will no longer be about condition spamming vs. condition cleansing.

(edited by Nova Stiker.8396)

Pin Down, must go.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

The only way I would lose Longbow is if I didn’t need Cleansing Ire to survive. If ANet just remove Cleansing Ire, Warrior loses their meta status overnight.

That’s another problem, not to mention shouts and warhorn completely removed every condi-build out of meta. I don’t mind Warriors being tanky and supportive, Cleansing Ire does not bother me.

I do mind when Warriors are tanky, supportive and can strike with good damage and CC.

Pin Down, must go.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I’m just sick of seeing for like last 5 or 6 metas Warriors using Longbows more than rangers. Hugging longbows more than any other weapon in battle, only switching when stuff is off cooldown. I’m running a 103 fever, I’m 99% sure it’s because of so many longbows, there is a small chance I could be wrong.

With all this talk of turret engineers finally getting the boot (which is a shame as in my opinion turrets are a fun concept, just done HORRIBLY wrong) and Swordhorn completely replacing any point bunker build with flying colors getting toned down, this is one skill that needs to get Warriors completely off their bows and into their maces or axes.

I don’t mind the massive AoE damage circle of Incendiary Arrow, the Blind or the Arcing Shot which is a fantastic… melee attack? I’m pretty sure it’s a melee attack. Those are good skills and should stay good.

_

The point is, Pin Down has been hurting Warriors everywhere, and so many heavily rely on it instead of mastering other weapons or mastering positioning with a melee weapon.

When HoT comes out (or possible skill balance coming in the future) there will be a slight meta shift, hopefully the Master of Longbows will finally become the Master of Weapons.

Huge Mesmer Nerf Confirmed

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Posted by: Nova Stiker.8396

Nova Stiker.8396

It’s anything but confirmed.

For all we know between the changes now and later, Mesmers subclass could be the commando, nerf airstrikes gg

Not to mention they could also reduce cooldown on clone summon skills on weapons or introduce traits like summoning a clone after you use Distortion.

(edited by Nova Stiker.8396)

Necromancer: Close to Death trait

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Another wise guy who thinks he can cover up a nerf by calling it something else.

Please, before anyone says anything about the necromancer, enlighten yourself:

https://forum-en.gw2archive.eu/external?l=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DPna1XlfVYqs

Hmmm, he said and I quote, “the lack of mobility puts the necromancer at a SEVERE disadvantage.”

Huh… Did you watch that? Last time I checked, I said something similar…

“Sure, you can try to position yourself but once anyone sees that Well of Corruption everyone is going to burst that kitten of yours knowing that you are a threat and a threat that can die fast.”

The sheer lack of positioning ability of the Necromancer is nothing new. As of right now, the Necromancer cannot be highly mobile, it’s not balanced like that.

_
To put it simply.
If the Revenant was released right now, it would replace the necromancer completely. The Revenant just outclasses the Necromancer in every aspect. It brings everything to the table with a bowl of BBQ chicken wings on top.

My opinion for the best approach to this is necromancer near death of himself or his enemies shouldn’t be more powerful or more tanky, rather, more aggressive. It gets faster, making the enemy unable to escape death. When having a low health bar to be feared. The concept of death being inevitable and coming quickly.

The necromancer IS not the class for positioning, however, in my opinion to give the necromancer an identity would be the class for situational focused, rewarding good timing and use (I’m looking at you staff 2, 3 and 4). Not about putting up a strong fight but more about FINISHING the fight.
Lowering recharge, decreasing casting time, increasing movement speed, it’s a class about death and death should come quickly.

(edited by Nova Stiker.8396)

Necromancer: Close to Death trait

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Posted by: Nova Stiker.8396

Nova Stiker.8396

With turretneers going away, there is another gimmicky build I’d like ArenaNet to look at.

The necromancer power. It’s an interesting concept, poor execution.
The build is completely hindered by the fact you do not team fight without Lich Form. Lich on cooldown? Guard home and ping when you see 2 bodies running your way.
Sure, you can try to position yourself but once anyone sees that Well of Corruption everyone is going to burst that kitten of yours knowing that you are a threat and a threat that can die fast.

The second issue is obvious as well, Close to Death is monstrous. Easily 1-shotting most classes if they fall below 50% health in Lich Form or Death Shroud. Not to mention it’s lazy design, last I recall, the thief has the exact same trait called Executioner.

Necromancers lack an identity, come on ArenaNet.

_

It’s just gimmicky and not a good way to shape a power necro as a viable build. Now this suggestion won’t fix the identity problem entirely but it’s a good start.

Close to Death: Inflict vulnerability and gain super speed when you hit an enemy below the health threshold.
- 5 Vulnerability stacks: 5 seconds
- 2 seconds of Super Speed
- Health threshold: 50%
- Recharge 2 seconds

This will tone the burst damage as well as keep it very threatening, positioning will still be very important and if played aggressively, you won’t be completely screwed with a little focus.

_

I like the concept of a power necromancer becoming more aggressive when the opponent is low on health rather than the lame ’i’m do more damage because u low’ shtick.

(edited by Nova Stiker.8396)

Twilight Arbor Foward Path Boss (Bug?)

in Fractals, Dungeons & Raids

Posted by: Nova Stiker.8396

Nova Stiker.8396

He also gets stability from the mobs. :^)

You saying I can’t knockdown trees?

Make Stronghold a map in custom maps.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I miss Stronghold. I don’t care how broken it was! It’s better than queuing into teams of 3-4 turretneers.

New Warrior Spec leak (Screen/vid)

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Posted by: Nova Stiker.8396

Nova Stiker.8396

It’s the second coming! First Dhuumfire burned away any skilled PvPer to other games. Now it’s the spamgineer! All newly skilled players will be spammed away to other games!

The 10-20 minute queue timers are only turrets queuing to fight…
We must take refuge in hotjoin and hope there is a hero to save PvP!

(edited by Nova Stiker.8396)

Twilight Arbor Foward Path Boss (Bug?)

in Fractals, Dungeons & Raids

Posted by: Nova Stiker.8396

Nova Stiker.8396

I’ve always found the swiftness pretty funny, +1 for the relevant pic.

I’m gonna go ahead and assume that in an as-of-yet unannounced challenge mode version of TA the nightmare tree uproots and chases you around the dungeon :^)

That’d put a whole new meaning to the phrase, “Run forest! Run!”

Twilight Arbor Foward Path Boss (Bug?)

in Fractals, Dungeons & Raids

Posted by: Nova Stiker.8396

Nova Stiker.8396

I’m not sure how the mechanics work with the Oakhearts as all I know is they appear to grant the nightmare tree random buffs.

It gave the Nightmare Tree swiftness. Someone should tell those Oakhearts their master is firmly embedded in the ground.

Huh… Well, that’s another dream the Nightmare Tree has. The other dream is becoming invisible.

Attachments:

(edited by Nova Stiker.8396)

Specializations and the Future of PvP

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Specializations for PvP is ArenaNet walking on a tight rope that’s on fire. It’s a very big risk that can either burn (Dhuumfire says hi) or cause PvP to completely fall.

If they succeed, yay! It must have been a complete pain to push through.

_

But from what I can tell, adding a subclass to all 9 classes as well as introducing a new class is an absolute nightmare. Mainly because there are not enough mechanics, things have way to many firmly set numbers in the current system.

The issue will not be balancing but rather introducing fun and unique mechanics to every profession AND keeping it balanced.
I found the Revanant just boring to play, it was in beta and a lot will change. I just hope enough will change in time.

Hard to believe that they are introducing so much yet has so many problems already with the current game. I really hope ArenaNet has a big plan for all classes.

(edited by Nova Stiker.8396)

Please bring Stronghold back!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Yes, i agree with the separate queue and the boatload of new pvpers, as they will be pve players sick of open world and not true pvp players. stronghold is a pve map, dont fool yourself.

true pvp players don’t like conquest either

False.

lol, I actually like having more options other than, “where to rotate next.”

Other than fighting, that is legitimately it in conquest for strategy. Each map will have 1 gimmick but that’s it. It completely lacks objectives and the only thing that keeps it interesting is the combat.

When the Stronghold Timer gets low:

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I could see that as a problem if they just implemented it the same way, but if they made it so the lord was buffed or came with NPCs, depending on the progress of the team, I don’t think it would end up the same way.

For example, if you had defended your walls and took down the enemy walls along with most of their guards, then your lord would be stronger and escorted with your guards while the enemy lord would be alone and with less hp.

That way, teams that turtles until VoD would almost certainly lose.

Of course it can’t be implemented the same way, but the same concept.

Instead of just ending the match on a timer, it would be infinitely more fun to have a final brawl to the death.

Please bring Stronghold back!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I agree, please bring Stronghold back.

Regardless of its issues it’s still tons of fun.

When the Stronghold Timer gets low:

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Do you guys remember why they got rid of the Victory or Death system in GW1 (or at least extremely altered the way it functioned in a match)?

Because it would essentially invalidate the rest of the efforts put in for the rest of the match, and encouraged teams to build specifically to win the VoD and try to just wait out the time passively and really only play during the time VoD became active.

Not sure which GvG you played. Certainly wasn’t GW1’s.

The issue was players killing all the enemy NPC’s EXCEPT the lord, so when VoD activates, the enemy team won’t have any NPC’s to help for the decisive battle.

In GW1, it could be impossible to 1v3 NPC’s unless you are built for it. In GW2 it’s possible to charge in guns blazing a 1v5 the NPC’s in Foefire on a bunker Elementalist and still win.

With that into perspective, sure, you can just completely hug a door but when VoD activates all your tanky builds cannot kill the enemy players nor the guild lord.

When the Stronghold Timer gets low:

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Posted by: Nova Stiker.8396

Nova Stiker.8396

It’s not a bad idea BUT what’s gonna happen? Most of the teams gonna play full def and wait the end of the time to do something to the lord with their NPC.

I’d love to see a full defensive team protect and NPC while killing the enemies.

When the Stronghold Timer gets low:

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I’m just going to ignore timemaninjail, you are drunk sir, go home.

They also need to give Diamond Skin to all NPC’s, it’s way to easy to passively melt them by loading them with conditions as they run through the map, having immunity to conditions above 90% health threshold will stop that.

Not to mention thieves can abuse Caltrops invisible-bomb NPC’s.

(edited by Nova Stiker.8396)