condi ele destroys everyone…. perma burning and perma confusion with new runes.. super OP … plus vulnerabilty, weakness, cripple, chill, immobalize, bleed, and poison with sigil … plenty of condis and lots of damage.. been running this for a couple days and its very strong and people melt very fast
Is that the fabled 30/30/30/30/30 build?
By condition ele, he meant terror necro.
whats worse is that hardly anything in the traits to help improve conditions either, other classes get traits to inflict conditions, traits that increase duration of conditions. Then you have the fact that to be making the most of the class you are forced into changing attunements.
Damaging Conditions:
Scepter – Burning, Bleeding
Dagger / Dagger – Burning, Bleeding / Burning, Bleeding
Staff – Burning, Bleeding
Focus – BurningI would say not bad, but most of them are on long cool downs and/or are easily dodged. Its no where near enough for an actual condition build as they are to long cast time and/or cool down as well.
I wouldn’t say cooldowns are the problem, just the attacks are very slow. The cooldown problem is with the elements.
So you put on 9 stacks of bleeding, switch to fire to deal burning.
Now you cannot bleed anything for 10 seconds. Your only source for high damage now is burning, a single condition.
But now you need to heal, switch to water.
So you don’t deal any condition damage for 8-10 seconds.
Even condition warriors outclass condition Elementalists, with better burning, bleeding output and snares with longbow. Dual swords provide ample bleeding AND torment.
(edited by Nova Stiker.8396)
Conditions are tied to elements.
You can make conditions as powerful as you want on the Elementalist, the fact is the Elementalist has the be the least capable profession to go condition damage no matter what format you are playing, PvE, WvW or sPvP.
Damaging conditions are tied to Fire and Earth.
Defensive conditions are tied to Water and Air.
That is like a Terror necro using a scepter/focus in one weapon set and an axe/dagger in another.
The other set contributes nothing.
In a profession you want to constantly switch elements to be effective, not to mention having 10 skills that hinders your damage output makes Elementalist the least viable profession to go condition damage.
It’s a good thing Elementalists have… Nothing to make up for it.
Poor damage output, even with full zerkers.
Trade rangers? Your feline pet for an elemental? We could REALLY use extra damage.
(edited by Nova Stiker.8396)
I said the game needs more play style diversity, NOT BUILD DIVERSITY.
Then they announced several days later, just that, then updated the longbow for ranger so now it’s actually viable.
Do players have more knowledge of their own game? Yes.
Do they listen to the players? Yes.
Can I beat every single ArenaNet employee in 1v1? Yes.
Can we come up with better idea’s than ArenaNet? Yes.
ArenaNet really needs to get their priorities straight with updates.
Give it some time. Once people start building counter comps to the meta, perhaps mesmers will be in the counter-counter comps.
Lol. Before this last patch with loads of adjustments, warriors and necromansers were also not part of the meta… and it was “given some time”… and they were still not viable in the meta… until a significant patch hit it, changing some specs and abilities.
Regarding the spirit ranger, if you check patch notes they were significantly buffed but the BM spec was still better, until they got nerfed. Then it was a normal change to the spirit spec.
Warriors are still not apart of the meta btw.
Exactly, but still rather more “viable” then mesmers in a team comp due their perma stun/daze spec being more useful to teams. Plus berserk stance.
And people will still say “give it time for warriors…” ?
3 Necromancers to roam between, 2 warriors to hold points. Necromancers spam AoE conditions and heavy boon denial and Warrior to spam single target and AoE stuns.
There you go, a practically unbeatable team comp.
Stun breaks are useless because you will be stunned again within a second. The only thing you can do is blind or disengage.
CC warriors are over the top OP and need an immediate nerf.
Ya I agree, their influence on this weekends tournament was immense.
Yeah its crazy how all those top tournament teams are running Warriors now and using stunlock to slaughter everyone.
Oh wait….
^
This x1000
Stun lock is crazy in a condition-based team. Massive boon removal and condition spam complements the stun locking.
1. Your team being loaded on with conditions.
2. Any boons like stability your team has are being removed by AoE.
3. Your team are being stunned/CC’d every 4 seconds.
In a game type that promotes everyone to stand in a small circle, you’re going to get rolled if you can’t counter or out meta the freaking meta.
So you stay spread. Easy. Except most of the maps aren’t big at all. Only Legacy of the Foefire and Spirit Watch has a lot of open space.
The problem isn’t the professions by themselves, it’s the is way the classes complement one another.
This meta wouldn’t be as much as an issue if the area’s you fight in have more space to maneuver.
Hell, I have yet to lose to a meta team in Legacy of the Foefire.
(edited by Nova Stiker.8396)
So, I’m revisiting the game after a month away, and a particularly embarrassing aggravated forum blowout.
Has anything changed? Any indication that Anet now understands the classes they’ve developed, and worked towards balancing them appropriately? Any acknowledgement that the meta is stale, with any plans to bring diversity to the game where most classes are locked into 1 effective spec and its minor variants?
Essentially I’m asking if the dev’s have yet to realize they have a game held back by shortsightedness and poor short term balancing decisions. The base of this game has always been solid, even since launch. Has Anet realized that with some effort and competent balancing that this game can be amazing yet?
The game went from the best meta to the worst.
Rangers so far gotten the first instance of play style diversity with the Longbow and that’s it.
The developers are trying, I can tell you that much.
The problem started is ArenaNet wanted to make conditions more viable. Granted, condition builds weren’t the best but builds worked with conditions rather than, be just conditions.
Now builds based entirely on conditions outshine power.
Which is leading the meta to, heavy conditions, heavy condition removal.
Welcome to the Guild Wars 2 PvP mess.
WHAT?! You mean you might have to run stability for once?!
Hey genius, the problem isn’t lack of stability or stun breakers. The problem is the conditions and tanking. The added CC is for annoyance.
ArenaNetcompliment and expand the range of abilities and tactics available to each profession.
ArenaNet wants to add various play styles to the game.
I just wanted to highlight “indirect means” of effectively buffing under-powered play styles; you can buff things through nerfing other things.
Not saying the OP didn’t get this, only not everyone might consider it when evaluating their opinion.
-_-
1. This thread has nothing to do with balance.
2. Evaluating their opinion on what?
3. You cannot buff or nerf a play style, last time I checked, you cannot buff/nerf thumbs. You can change it’s effectiveness with damage/range/control etc. But that is not what this thread is about.
There is a difference between build diversity and play style diversity.
(edited by Nova Stiker.8396)
No high-rated warrior on the planet is running a condition build.
You’re right, they are all running CC spam.
Mace+Shield/Sword+Mace, Bulls Charge, Stomp.
If your stun breakers or stability is on cooldown or if you are a Mesmer, you’re going to see recharging bars more than using skills.
(edited by Nova Stiker.8396)
S Tier:
+Warriors
-Necromancers
A Tier
+Engineers
=Ranger
-Guardian
-Mesmer
B Tier
+Elementalist
-Thief
Want to be power based? Sorry! Wrong meta for you!
(edited by Nova Stiker.8396)
well… when you put a 3s+ stun on a 7-10s cd… it’s a little bit expected lol
you can always troll warriors with blind spam ;D
With the improved healing for Warriors, I am seeing countless CC Warriors and Bow Warriors. Spamming Bleeds, Burning and CC skills.
The meta is still the same, conditions > power.
Conditions+Tankiness > Power+Tankiness
Didn’t we have this problem before with Terror Necros? Now it’s Warriors with condition and stun spam.
GG ArenaNet.
ArenaNetThese skills and traits will be designed to be balanced with the existing skills/traits we currently have in the game, and will simply compliment and expand the range of abilities and tactics available to each profession.
ArenaNet wants to add various play styles to the game. The latest and greatest change would be the Longbow for the Ranger.
What changes would you do for the current weapons in Guild Wars 2 to alter how you play them?
-Weapon you’d change, why would you change it.
-Your playstyle goal.
-What you’d change
I would change the Greatsword for the Warrior, the problem with the Greatsword is it offers to much. High damaging, standing still melee attack, an evade that can be used for chasing, a ranged snare and a second chase skill.
It has all the tools you need for victory, it’s too perfect.
My goal is to make the greatsword a large AoE close ranged melee weapon. It lacks mobility with it’s strongest skills but makes up for it for large AoE, with two attacks that can hit behind the Warrior.
-First I’d remove skills 3 and 5 entirely. Two chases are too much. The Burst I would move to replace skill 3 instead.
-The new Arcing Slice will give a some Might and restores some endurance.
-Bladetrail will be a ground targeting leap skill, throwing your sword to target area, damaging and crippling foes adjacent, then leaping to it.
-Rush will be changed Wild Blow, a two second AoE attack charge, the Warrior readies the Greatsword then slam the blade into the ground with a massive shockwave. Dealing high damage, causing cripple and bleeding. In the first one second of Wild Blow you can move, in the remaining second your character must stand still, then stabs the greatsword into the ground.
-If you dodge while using Wild Blow, it will instantly charge and strike at the end of the dodge roll.
-The Burst will be a the new Whirlwind Attack, dealing AoE damage, you’ll do a spin for each bar of adrenaline you have with a minor grace period between each spin. Each time you spin the AoE increases, so the more adrenaline you have, the bigger the range.You cannot move while using Whirling Attack.
(edited by Nova Stiker.8396)
Immobilize. I hate it so much.
I made a suggestion post regarding play style diversity and how Guild Wars 2 really lacks different play styles, a lot of the mechanics are based on build diversity.
The Longbow changes for the ranger is exactly what Guild Wars 2 needs, a diverse play style.
Needless to say, thank you for listening 
Looking Ahead 2013We’ll begin regularly adding new skills and traits to the game for each profession to expand your characters and builds! You will be able to earn these new traits and skills by unlocking them. To go along with this, we’ll expand the content and options to earn skill points to help encourage players to experience different challenges and content throughout the world. These skills and traits will be designed to be balanced with the existing skills/traits we currently have in the game, and will simply compliment and expand the range of abilities and tactics available to each profession. Both WvW and PvE players can acquire skills and traits, and additional means of earning skill points will be addressed for both core content areas.
Oh my, I am proud of ArenaNet.
They basically mentioned they will add exactly what this thread is about.
(edited by Nova Stiker.8396)
what you said it’s true, but i think, and this is only my opinion, it has more to do with players than builds.
people doesn’t even want to try builds that are not the established one, because most of them, when they play a class in pvp they don’t play it because they like the class and the possibility it offers, they play that class because they think it’s the best for winning if played with the build other players had come up to.
it’s not a coincidence that you see few warriors in pvp and tons of minion necro, thieves, mesmers, engineer and ranger
Agreed, it’s why you’ll never see a lot of champions in League Tournaments like Nautilus, Annie, Master Yi and many others.
Does that mean they don’t work? Hell no, you can see Nautilus carry teams, Annie wreck mid as well as Master Yi backdoor so well he turned a losing game into a win.
Even against an average opponent, I can never win with a condition Guardian, Elementalist or Warrior regardless of my own skill. Warriors and Guardian only have like 2 conditions at their disposal and lack the ability to stack well. Elementalist is FORCED into an Element to use certain conditions, which is awful for a class you ideally want to constantly switch attunements.
Condition thieves are more viable than those builds, at least you evade when you use Death Blossom.
This is because there is no play style diversity. For the Guardian and Warrior you don’t work with your conditions, they just happen. As long as the traits for the Elementalist conditions are tied to an element, it will never be viable.
When you go from Condition Damage to Power, if your playstyle doesn’t change, it means you have no Play Style Diversity.
(edited by Nova Stiker.8396)
If you’re talking PvP, yes the established builds are the way to go.
If you think WvW you get more freedom to experiment.
PvE is all you can think of.I remember my ranger started out with GS/SxA and now its just bows, it’s not every MMO that offers that kind of diversity and room to change when you start getting a bit bored of the character
But at the end of the day you can never expect a class to excel at everything or be great no matter what you come up with build wise.And as always, if some of your suggestions were implemented you could get really, really OP stuff
I’m… I have no clue what you are implying. It’s clear you didn’t even read my post.
(edited by Nova Stiker.8396)
it is an excellent point, you can agree or disagree in some aspects, but you got my approval overall
The biggest issue would be of coarse, balance.
Mechanics on balancing numbers is a lot easier to balance than play style.
Last update ArenaNet stated their goal would be build diversity without diving into power creeping.
Needless to say, they succeeded! With mediocre results. Why is that? When you ‘build’ a character using different traits and weapons due to the more diverse build options, it still felt stale.
It’s because your play style never changed, you are still using the skills and traits you always knew.
Why is that?
Build Diversity——————
*A ‘build’ is your character stats, armor, weapons traits and utilities. It determines how effective you can and cannot do. Range, speed, control, taking hits and giving hits are components in build diversity. This is what ArenaNet improved upon last update, minus the obvious flaw in Necromancers.
*Build diversity complements play style diversity, a condition crit Mesmer for example, will set up clones and spam invisibility. The Mesmer is able to do that viable because his build allows it.
*Without build diversity, play style diversity becomes stale and vise-versa. You can change the way people play their class but not altering what they can or cannot do effectively is bad combat design.
*ArenaNet has no worries when it comes to effective build diversity.
Play Style Diversity done wrong—————
There is where I want to take the combat designer for ArenaNet, slap him across the face and shout “GET SOME REAL LIFE EXPERIENCE GAME DESIGNER!” There is the biggest issue with Guild Wars 2 combat, the play style diversity design is just awful.
*An example: Glyph of Elemental Power: Gain a Chance for Spells to inflict a condition based on your attunement. This is BUILD DIVERSITY, heck, I wouldn’t even call it diversity, it’s just power creeping. Glyph of Elemental Power does NOTHING to change how to play the Elementalist. Stun Breaker? On a skill you ideally using on recharge?! That’s not build diversity nor play style diversity. That is what I call, stupid.
*Embers Might and Burning Rage, both traits in the Elementalist Fire Magic trait line, what do they do? Deal +5% more damage against burning foes. That’s right, 2 traits, do the exact same thing in the same trait line. LAZY!!
*Any trait that adds just pure damage SHOULD NOT EXIST! That isn’t build diversity, that is just purely power creeping. For a subject the last update tried to avoid it also never tried to fix!
Proper Play Style Diversity—————
First off, completely rework things that are purely power creep. Any trait that flat out increases or subtracts damage is BAD, it’s nothing but more numbers. It’s okay to increase damage but when it becomes bad as it ONLY increases damage, nothing more.
What to do with those reworked skills? How do I introduce play style diversity? Simple. GET CREATIVE! (Glares are ArenaNets combat designer,* listen up noob, creative lessons 101 for you) do things that will change the way the player plays at their skills.
*For example for an Elementalist Trait: While you or an ally holds your conjured weapon, summon a Lesser Elemental based on the weapons element. When the conjured weapon is destroyed, so is the Lesser Elemental.
*Here’s another example for an Elementalist trait: Arcane skills deals 50% less damage, but gain the following effects upon activating an Arcane skill:
-Using Arcane Wave, gain Arcane Power.
-Using Arcane Power, creates an Arcane Blast.
-Using Arcane Blast, creates an Arcane Shield.
-Using Arcane Shield, creates an Arcane Wave.
*Play style diversity is achieved when you can customize what you already have. Now, don’t get me wrong, it doesn’t always have to be when X happens, so does Y. You make it so that a single trait, just using one trait changes everything so much that it is an entire build and play style! You can add counters that come directly from traits. You can change already existing weapon skills to a completely new one, add new animation to aid the trait.
*When you can customize your play style, you done it right!
Closing————-
Builds are your materials; play style is your tools. Both exist only to complement the other. Right now Guild Wars 2 has amazing material to work with but no good tools to use.
ArenaNet if you truly wish to improve your game play, start with play style diversity.
(edited by Nova Stiker.8396)
/signed
A nice buff to givers would be nice too.
Done.
http://wiki.guildwars2.com/wiki/Mystic_Forge/Equipment
All of those cost 50+ Skill Points.
I bought 4,000 green items on the market to salvage, basically double my profit.
I couldn’t do it, sold everything to the merchant.
Please give us an option to remove the “R U SHURE YOU WANT TO SALVAGE TRASH?!?!!” pop up.
It’s bad enough you are timegating Quartz, we get it, you hate crafting and wish never existed. At least give us the option to skip the warning box.
First off, it’s not free, you spend time grinding achievements for them.
Secondly, Hall of Monuments, which is basically achievement armor given for those loyal to GW1, is mostly dyeable with the ONLY exception is the ice king crown.
Laziness is the only reason why the new gear isn’t dyeable.
And to be blunt and honest; the GW1 HoM armor is easy to get and ugly as all living hell. It has no special unique features that make people go “Oooh He did a lot in GW1 to get that!” The GW HoM armor takes little to no effort to get and it looks bland. It looks like any other low grade armor set.
The Hellfire/Radiant armor is more detailed and harder to get as the tier’s progress. So no.. No dying.
No effort for HoM?! Bull. It takes MONTHS of pure grinding and utter frustration to get a full HoM. Eternal Vanquisher, 15 Weapon Statues and 50 freaking unique Mini Pets!
Spending 2-3 hours, killing every single enemy on a map, and you left searching for another 30 minutes for that 1 mob you missed. Vanquisher makes map completion look like pansy work.
All the platinum you have to grind in Underworld to buy stuff for completing achievements.
Spending 10,000 minutes just being drunk! Fast traveling to city, to city, spamming Tonics. Getting 7 Elite Armor sets! (It’s the equivalent to tier 3 cultural) and the Obsidian Armor which is easily over 300 platinum before I left GW1.
That Zaishen Chest, that !@#$ing Zaishen Chest!!
Gaining Achievements in GW2 is cake-walk. There are only a handful of notable exceptions to be difficult. Saying GW1 is easier to get achievements? lol, you are such a noob.
Besides, the Fire Gods Vambraces is dyeable.
I have 7,000 achievement points, the LEAST ArenaNet can do is make the armor awarded dyeable. It already has enough flaws with clipping as it is.
(edited by Nova Stiker.8396)
The achievement armor, like many different armor, can’t fit into everything, if you don’t like it, then simply don’t use it, you don’t have to ruin it for people who like it, personally, I don’t like them either and I think it’s true that they mostly fit into heavy armor, but I ain’t going to complain about free stuff.
First off, it’s not free, you spend time grinding achievements for them.
Secondly, Hall of Monuments, which is basically achievement armor given for those loyal to GW1, is mostly dyeable with the ONLY exception is the ice king crown.
Laziness is the only reason why the new gear isn’t dyeable.
Last update ArenaNet stated their goal would be build diversity without diving into power creeping.
Needless to say, they succeeded! With mediocre results. Why is that? When you ‘build’ a character using different traits and weapons due to the more diverse build options, it still felt stale.
It’s because your play style never changed, you are still using the skills and traits you always knew.
Why is that?
Build Diversity——————
*A ‘build’ is your character stats, armor, weapons traits and utilities. It determines how effective you can and cannot do. Range, speed, control, taking hits and giving hits are components in build diversity. This is what ArenaNet improved upon last update, minus the obvious flaw in Necromancers.
*Build diversity complements play style diversity, a condition crit Mesmer for example, will set up clones and spam invisibility. The Mesmer is able to do that viable because his build allows it.
*Without build diversity, play style diversity becomes stale and vise-versa. You can change the way people play their class but not altering what they can or cannot do effectively is bad combat design.
*ArenaNet has no worries when it comes to effective build diversity.
Play Style Diversity done wrong—————
There is where I want to take the combat designer for ArenaNet, slap him across the face and shout “GET SOME REAL LIFE EXPERIENCE GAME DESIGNER GRRRR!” There is the biggest issue with Guild Wars 2 combat, the play style diversity design is just awful.
*An example: Glyph of Elemental Power: Gain a Chance for Spells to inflict a condition based on your attunement. This is BUILD DIVERSITY, heck, I wouldn’t even call it diversity, it’s just power creeping. Glyph of Elemental Power does NOTHING to change how to play the Elementalist. Stun Breaker? On a skill you ideally using on recharge?! That’s not build diversity nor play style diversity. That is what I call, stupid.
*Embers Might and Burning Rage, both traits in the Elementalist Fire Magic trait line, what do they do? Deal +5% more damage against burning foes. That’s right, 2 traits, do the exact same thing in the same trait line. LAZY!!
*Any trait that adds just pure damage SHOULD NOT EXIST! That isn’t build diversity, that is just purely power creeping. For a subject the last update tried to avoid it also never tried to fix!
Proper Play Style Diversity—————
First off, completely rework things that are purely power creep. Any trait that flat out increases or subtracts damage is BAD, it’s nothing but more numbers. It’s okay to increase damage but when it becomes bad as it ONLY increases damage, nothing more.
What to do with those reworked skills? How do I introduce play style diversity? Simple. GET CREATIVE! (Glares are ArenaNets combat designer,* listen up noob, creative lessons 101 for you) do things that will change the way the player plays at their skills.
*For example for an Elementalist Trait: While you or an ally holds your conjured weapon, summon a Lesser Elemental based on the weapons element. When the conjured weapon is destroyed, so is the Lesser Elemental.
*Here’s another example for an Elementalist trait: Arcane skills deals 50% less damage, but gain the following effects upon activating an Arcane skill:
-Using Arcane Wave, gain Arcane Power.
-Using Arcane Power, creates an Arcane Blast.
-Using Arcane Blast, creates an Arcane Shield.
-Using Arcane Shield, creates an Arcane Wave.
*Play style diversity is achieved when you can customize what you already have. Now, don’t get me wrong, it doesn’t always have to be when X happens, so does Y. You make it so that a single trait, just using one trait changes everything so much that it is an entire build and play style! You can add counters that come directly from traits. You can change already existing weapon skills to a completely new one, add new animation to aid the trait.
*When you can customize your play style, you done it right!
Closing————-
Builds are your materials; play style is your tools. Both exist only to complement the other. Right now Guild Wars 2 has amazing material to work with but no good tools to use.
ArenaNet if you truly wish to improve your game play, start with play style diversity.
(edited by Nova Stiker.8396)
I agree, not just the shoulders, the entire Charr armor library REALLY needs a overhaul.
Heck, ALL male median armor needs a double take, ENOUGH WITH LONG COATS! How about something sleek or slim? How about a cape around leggings? Anything but more long coats.
Living Story every month? Screw that. I don’t want a progressive game that has faulty designs ArenaNet! Fix it’s current problems then progress the game.
It’s bad enough they have a ton of clipping issues and clearly designed once again for heavy armor, at least make it dyeable!
If the 1st place goes too far ahead, other racers will be able to get access to Light Travel.
Light Travel goes to the next Check Point, not the next player.
In Sanctum Sprint it is impossible for 2nd place to catch 1st place because they can’t get any sort of skill that hits the front.
It basically means if your more than half way done in the race and in 1st, you have a free pass to the finishline without any faulter, you can harass 2nd place as well as be untargetable. There is nothing 2nd place can do to low you down plus you can burn Grounded with Fake Traps and 3rd place can only target 2nd.
Also, Lightning Strike is animation WAY to high when it charges, lower it.
Secondly, grounded can’t be used in the air, which makes it impossible to avoid some Fake Traps without prediction.
(edited by Nova Stiker.8396)
But comparing it to getting 2 full dungeon armor sets, you can easily tell which one takes less effort and time.
Shut up, you’re just trolling.
By the time it takes to make 1 item, I could have 2 full sets of dungeon armor with little effort put into it.
You can get 2 full sets of dungeon armor in 2 minutes? Dang, I must know of your methods.
Check your math, 1 piece of celestial gear takes 5 DAYS.
Welp, I grew heads and limbs, it’s a good thing I can endlessly transform into a banner to hide my new found body abomination.
The time required to make a full set of celestial gear is insulting. By the time it takes to make 1 item, I could have 2 full sets of dungeon armor with little effort put into it.
There is no reason for the limitation of charging quartz to exist.
Please get rid of it!
Almost a year later, there are traits and runes still bugged. Pathetic.
The tPvP meta game is broken.
A lot of legendaries still lack good animations. No excuses.
Still no player housing nor GvG.
ArenaNet cannot figure out the difference between build diversity and playstyle diversity, I need to school them in video game combat design 101.
Celestial gear takes a full 40 days to make 2 weapons and 6 armors. A timegate, way to step backwards, just limit dungeon tokens and crafting completely if that is the mindset.
I cannot care for this new area, weapons or armors.
For some people doing good is impossible.
To me it seems ignoring those people would be most efficient.
Of coarse, lets ignore important issues. Then you’ll never see GvG, player housing, a fun and integrating (and functional) trait system, truly one of a kind legendary weapons, a balanced and fun PvP, and my favorite spending months crafting armor and weapons.
It’s great they are adding new content but improving the old is more important.
Almost a year later, there are traits and runes still bugged. Pathetic.
The tPvP meta game is broken.
A lot of legendaries still lack good animations. No excuses.
Still no player housing nor GvG.
ArenaNet cannot figure out the difference between build diversity and playstyle diversity, I need to school them in video game combat design 101.
Celestial gear takes a full 40 days to make 2 weapons and 6 armors. A timegate, way to step backwards, just limit dungeon tokens and crafting completely if that is the mindset.
I cannot care for this new area, weapons or armors.
unless you got multiple alts multiple fotm dailies everyday, getting the trinkets would take pretty long as well. Not to mention the guild comms for the accessories will be at least 4 weeks.
But that would be ascended gear, not to mention you have the weaker but still usable exotic accessories with similar stats to it’s ascended brethren.
Besides, the Triforge Pendent you can flat out buy.
To create a full set, excluding accessories, takes 40 days! Over a month!
It’s not really grinding, it’s just extremely annoying. If you want 3 characters to have full celestial gear, you’ll be camping an alt at a Place of Power for 120 days, NOT COOL!
Givers and Sentinels never had this sort of system, why the sudden hatred to crafting?
Can I get an official response of why?
(edited by Nova Stiker.8396)
The problem with GW2 PvP is fights between 2 players don’t last very long. Take the League of Legends/DOTA2/SMITE approach and make players work with ‘minions’ to progress the map.
There, a PvP type that doesn’t involve point holding that can last ~30 minutes.
this patch was a punch in the faces of all powerbasedbuilds especially for the warrior, ele thief and guardian :/
ArenaNet wanted to make condition builds more viable for build diversity.
Which translates to – Add condition builds with power builds.
Someone should tell them diversity is play style, NOT STATS!! The Fire Magic line for Elementalist, nearly every single trait is to increase damage. Embers Might and Burning Rage is the exact same trait, WORD BY WORD, that is pathetic.
Don’t just increase damage, change how the person plays. For example:
Burning Rage – If you are chilled, crippled or immobilized when you use a Fire skill, remove chilled, crippled and immobilized, gain Quickness for 2 seconds. (45 second cooldown.)
Arcane Precision – When you land a critical hit, gain an Arcane Precision Stack, each stack adds 5 precision (max 25 stacks.) At 25 stacks, when you use your elite skill you also summon a Lesser Elemental based on your attunement and lose all stacks.
Elemental Surge – Damage from Arcane Skills are reduced by 50%, Arcane Skills now have a secondary effect.
*Activating Arcane Wave, you will gain Arcane Power
*Activating Arcane Power, you will activate Arcane Blast.
*Activating Arcane Blast, you will gain Arcane Shield.
*Activating Arcane Shield , will you activate Arcane Wave.
ArenaNet lacks creativity in their combat design. I can put their combat design to absolute shame.
Not to mention there are still bugged runes and traits. Auramancer trait and Vampire Rune are still bugged after nearly a year. Auramancer doesn’t trigger on combos and Vampire Rune doesn’t steal health after you heal.
Needless to say they failed terribly.
(edited by Nova Stiker.8396)
to play with a gaming controller! Presented in an unedited, sloppy yet very informative video. Enjoy.
http://youtu.be/UawfNVkNTvk
Add Guild vs. Guild and Heroes Ascent. Things that existed in Guild Wars 1. Hell, Guild Wars 2 GvG can have a DOTA style, that would be awesome!
I hate the fact they removed competitive PvP from the game completely and added NvN, Necromancers vs. Necromancers.
Poor roaming capabilities and lack of escape
I think the current necro has adequate strengths to cover these weaknesses
Second life bar. Clearly was at a disadvantage.
1. Why did you so harshly nerf rangers? Now they are bottom tier and probably the weakest profession now.
2. It is clear Necromancers are insanely overpowered, with the newly buffed weakness and better use of fear they are dominating PvP. Any plans for hot fixes?
3. For ‘better build more diversity’ you appear to completely forget minions exist for the necromancer, care to explain?
Not exactly convinced by the sudden non-viability of phantasm builds – there are a couple of things you seem to be overlooking.
-> Phantasms have more health – signet of illusions even applies immediately, great. This is also likely why vengeful images was nerfed.
-> A whole bunch of other things got buffed and can easily be relevant to your build.
-> You can just not take illusionists celerity. You get a different trait and it even comes with useful stats for your build such as crits or power.Honestly I just worked around it… I run a mantra/phantasm build where I didn’t have room for all the traits I wanted anyway. Now my phantasms stick around for long enough to do more damage or even get healed, mind stab doesn’t immobilize me, berserker works properly again and I even have phantasmal fury.
Try something new… interrupt builds are pretty obvious, mantras have been coming up, stealth builds should be near invulnerable now, inspiration line shatters can do interesting support, scepter block looks seriously painful and 3 signet builds can really exist and work together. Combine some of the above… see what happens.
In spvp yesterday I fought a stealth specced mesmer with condition bomb clones. He was awesome. He constantly stealthed his clones and had a tanky gear setup so with the boons he gained from his decoy/torch skill he was holding a single point against my warrior and another engi while his clones died quick to our aoes (i run longbow), they swept us with cripples/weakness/vulner etc.
This patch is a great thing for mesmer build diversity, people should accept that and make new builds instead of crying and trying to make the old ones work over and over XD
It’s called condition crit, it existed before the patch. /facepalm.
This patch absolutely destroyed build diversity for Mesmers and Necromancers.
There is a lot of things wrong with the ‘balance’ of this patch. Necromancers are dominating sPvP, a Stun Breaker is on a bugged glyph, a glyph THAT MUST BE MAINTAINED, Fire, Air and Earth Magic traitlines are still useless.
ArenaNet really focused the GO GLASS CANNON RANGED
for Fire and Air. As for earth GO CONDITION DAMAGE IT’S GOOD
and screaming.
PLEEEEEASE PLAY SCEPTER AND STAFF MORE
They definitely succeeded of making ranged glass cannon more useful, with these 30 trait lines they are begging people to run ranged glass cannon.
As for Earth Magic, did I mention Necromancers are dominating sPvP? Condition damage for Elementalists lacks consistency, the biggest issue is your element is tied to a condition. Which is awful for both PvE and PvP, it greatly limits your damage output. You can’t efficiently switch elements for stacking conditions, not with a 10-15 second cooldown.
As for your suggestions:
-In my opinion, make Ring of Earth a 600 ranged point blank AoE and reduce it’s casting time by 1/4 of a second. the problem isn’t damage, it’s to slow and you’ll be lucky to hit something.
-Increase the projectile speed for Magnetic Grasp, it’s so slow.
-Lightning Touch really has no place, I almost never use it. They should really consider giving it a 2 or 3 stacks of vulnerability as well as weakness.
-Lightning Whip isn’t that big of an issue in terms of damage, it’s range is awful, where as Lightning Ark is great as it has AoE and high range. Lightning Ark does not need a buff.
-Shatterstone is indeed useless, what kind of PvP player stays still for 2 seconds?! Not to mention it’s damage is far from impressive, reduce it’s time to explode to 1 second and give it 5 or 6 stacks of vulnerability instead of 4.
Think the Necro is now ok Not OP .
Just gotta jump in here and +1 this. You guys are a PITA now, and that’s as it should be IMO. Before, I’m sorry to say, Necros were totally UP in WvW. Now they’re competitive. Very happy for you guys.
Imagine, a class that actually IMPROVED with a patch! GASP!!!! ;-)
Allow me to fear you into a corner for 10 seconds, while stacking conditions. STABILITY?! lulz, eat Spinal Shivers and continue to be feared to death. GG.
Add weakness stacking and you can go glass cannon. Necromancers are broken, simple as that.
Stability will nullify at least 10k of that damage.
lol, you don’t sPvP. You’ll keep Stability for a second before I remove it.
