Showing Posts For Nova Stiker.8396:

Reaper chill needs to be looked at...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Amber pve player spotted. 30 seconds? l2p issue. Have you ever heard of condi removal?

Lol? Im in diamond now and it does last 30 seconds. Yeah i could remove it, but they can just apply it over and over again cause they have insane access to it. Maybe if u were the ine getting chilled that long youd be complaining too. But no, l2p riggt? Well i guess scrapper, bunker mes, ds ele shouldnt have been nerfed cause “l2p scrub noob”

The fact that YOU let them apply it over and over and keep on dying is your OWN mistake. Be somewhere else, not with the necro. And if you die to a necro in fact, it’s also your own mistake. They’re pretty easy to kill. No excuses for sucking. It’s all l2p issue. A minor nerf to chill and reaper will become useles like mesmer after the patch. I don’t get chilled cause I know how to press a dodge button, and also dodge their #5.

Diamond skin doesn’t need a nerf, Anet just listens to all the crybabies like you. DS was never a problem before, only now cause because it’s a bunker meta. Ele only focusing on healing to keep above 90% hp, no more D/D ele era.

You’re stupid lol, what happens if u run out of dodges? Obviously blocking wont work cause of their unblockable marks. If u play dd with dash then good for u, pretty sure rest of us dint have as much ways to deal with chill. And yes ds needed a nerf, it was impossible to hurt them with a condi build cause of their protection and healing. And are u seriously saying a reaper with full lifeforce is easy to kill? Lol stop

“I’m a diamond” nice abuse, mr. amber. Don’t fool yourself, anybody will agree with me that necros are easy to kill. If you run out of dodges, it means you were trying to fight a fight that is unwinable (from your point of view). Just stop it, you’re terrible. I bet you also run into 3vs1 and die, then blaming team and asking “Where is my team?” Instead of focusing on killing a class, focus on improving, cause you’re garbage. Your arguments are easily countered by better players. If reaper chill was that big a problem, why aren’t they used in ESL tournaments? Cause condi rev > necro. Did you also forget what I said? If you can’t win and “It’s so hard to kill reapers with full life force?” then run away, you’re doing something wrong if you stay. Go help your team instead of dying to one.

You’re a funny guy, I’m out. Can’t win against a brickhead, I rest my case.

You need help, lmao. Reaper chill is very deadly, it reduces your move speed by 66%, increases your cds by 66%, and goes up to 1k a tick. Reapers were used lmao, people just stopped using them cause of bunker mes, ele, and rev. LOL u said reapers were easy to kill, but then u say run away when they have full lf? Wtf? And yes i am diamond.

LOOOOOOOL. Nice utilities. How can you die to a reaper kittenter mesm? It’s the easiest to kill reapers with. If you want, I can find Leeto’s old stream (a week ago’ish?) where I killed him in every single 1vs1. And he is playing full condi. He is not good, but not bad either, just decent.

Of course I tell you to run, cause you obviously can’t kill one, roflmao. Condi rev does way more damage than reapers, and yet you wanna kill reapers only source of damage? Great!

I dont eve main mesmer…. And chill isnt reapers only source of damage, torment, bleeding and poison are. You should just stop defending your op class

Sorry, don’t let me outtalk you again. I don’t main reaper. Maining a warrior, but playing power rev/shatter mesm Oh, you’re a big noob. I checked your previous posts on the forum. It says alot about you.

Im pretty sure everyone knew the nerf war/thief was a troll thread but i guess you’re too dumb to figure it out. Also nice job on stalking my forum posts. Says alot about u

A lot of people stalk on the forums. It’s just creepy, or stupid that they must bring up other posts to prove their entirely unrelated point. Real life doesn’t work like that nerds.

Chill, like Alacity, really don’t need to have such strong recharge reduction. Now that a lot of the new specs have >30 second recharges, making the slowing even strong on everything old.

As for the Reaper chill damage, it’s fine, just have it so it damages chilled people NEAR the reaper, instead of like 1,200 range away. Heck, I don’t mind if the chill doesn’t even belong to the reaper, just limit it’s damage radius to next to the reaper than everything you chill.

Will Chill get 33% recharge reduction?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

The funniest part is that OP thinks his math is correct.

Oh really? Then what is it? X*66%? X/66%? X*40%? X/40%? X + (X*66%)? X + (X / 66%)?

Go ahead, share with the class what the answer is. We’re waiting

Also Sigmod, if alacity is 200%, why is chill not following the same formula?

(edited by Nova Stiker.8396)

Will Chill get 33% recharge reduction?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

To match Alacity? Lets be honest, no one will be able to 1v1 a Reaper as long as ALL of their skills take over twice as long to recharge at all times.

Sure, if you make it an uncleansable effect instead of a condition to match Alacrity being an unstrippable effect and not a boon.

/ End thread.
OP fail.

Boon duration exists. Even without the trait, you wanna have Mesmers with 50% boon duration with all boons including Alacity?

Sure, lets take bunker mesmer and make it even stronger. It should be removal-able WITH the upcoming nerf but ArenaNet apparently thinks otherwise.

Apparently you’re not using your head.

Will Chill get 33% recharge reduction?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

A cooldown taking over twice as long would be a >100% recharge increase. Chill is currently at 66% recharge increase.

Textbook usage of exaggerated hyperbole

Check your math.
5 seconds / 40% = 12.5 seconds.
It’s over half.

That’s not how faster or slower % work.
Alacrity cause things to recharge 66% faster so a skill that would usually recharge in 30 will now do in 18, 30/1.66, hence the new cooldown is 40% lower than the old cooldown.

On the flip side chill increases cooldown by 66% so a skill that would recharge in 30 now will in ~50s, 30*1.66. The old cooldown is 40% of the new cooldown.

It’s the same reason why protection , -33% damage ,means you need to do 50% more damage to reduce the same amount of HP under its effects and why quickness ,act 50% faster, means you reduce cast time by 33%.

That just opens up a whole new category of questions, if Tempests protection is 20% stronger. So does that mean protection is 53%? Is it 40%?

That being said though, I’m predicting Mesmers will be top tier next meta. Understandable that they’ll nerf alacity as high recharges = stronger skills and alacity is much stronger on skills that take longer to recharge.

The thing is chill preforms the same as alacity, except reversed. It hinders the players ability to defend and attack, except it can be removed. The ONLY reason why alacity isn’t a boon is because it’ll be affected by boon duration which means even tankier mesmers.

Will Chill get 33% recharge reduction?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

A cooldown taking over twice as long would be a >100% recharge increase. Chill is currently at 66% recharge increase.

Textbook usage of exaggerated hyperbole

Check your math.
5 seconds / 40% = 12.5 seconds.
It’s over half.

Then again, it’s very unclear how it contributes to the formula. Is it *66%? /66%? /40%? /40%?
Either way, it scales way to high for skills that have longer cooldown.

(edited by Nova Stiker.8396)

Will Chill get 33% recharge reduction?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

To match Alacity? Lets be honest, no one will be able to 1v1 a Reaper as long as ALL of their skills take over twice as long to recharge at all times.

Over twice as long? I think your math is off…..

So I guess after 3 years chill is all of a sudden overpowered? The fact that your claim is only supported by the Alacrity nerf makes you sound ridiculous. Just because something is nerfed, doesn’t justify another nerf, because “an eye for an eye”.

Necromancers had a lot of chill to begin with, reaper gave us 3 new sources of it, 2 of which are really easy to avoid.

66% longer. I think you’re not paying attention -.-

And the issue is necros make chill stronger and last longer, equalling basically perma chill as long as you can keep to your target. I’m fine with that, but -66% longer recharge is significantly longer than it should be and has been for 3 years.

Will Chill get 33% recharge reduction?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

To match Alacity? Lets be honest, no one will be able to 1v1 a Reaper as long as ALL of their skills take over twice as long to recharge at all times.

It cant be this

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Posted by: Nova Stiker.8396

Nova Stiker.8396

^ toss traps like the previous turret toss with the subsequent cast time increase? That actually sounds amazing.

Guardians shoot a beam of light, creates the trap at the targeted location.

Why not? It’s animation is visible plus increases what you can do with the traps.

It cant be this

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Don’t have hope. Remember ArenaNet thought it was a good idea to give Dragonhunter traps 0 casting time.

Don’t get me wrong, Dragonhunters are pretty weak and predictable, but think about it. 0 casting time. Why 0? There is no reason to have very powerful spells to be farted out the kitten . The seriously looked at Dragonhunter and went, “1/2 a second is to slow, it will be better if it was 0. As for Ranger traps? TROLOLOLOL Esports swag power creep yolo.”

Apparently it takes a genius to figure out that maybe instead of having traps stun and instant cast, give the guardian trap trait the ability for traps to be ranged.

(edited by Nova Stiker.8396)

We already had a burst meta.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Im sure some classes will still go for a more tanky build. Necromancer for example does 4k damage to himself by using traited corrupt boon every 26 seconds. With a 10 second Cd when traited, he would be using it way more often, so chances are necro’s are gonna be taking carrion or mercenary so they have more health they can burn through.

That’s assuming they get life force to spare. Players had no problem melting through 25k health in a fraction of a second, getting full life force was nearly impossible unless you exploit maps like Khylo.

It wasn’t till the cele meta you’d ran into power necros.

If the meta shifts towards glass, when you have 5 players running quick, high damage. Necromancers WILL become the weakest class. Unable to generate a healthy amount of life force to stay alive.

We already had a burst meta.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I’ll take a burst meta over a bunker meta any day.

sure, if the burst role is able to be filled other than thieves, why not. But we all know the history from before…

Actually, thieves don’t have it much better. It was a battle of invulnerability skills, so for 4-5 seconds the thief had to run, evade everything or endure whatever burst the target has.

Keep in mind, the thief will pretty much be 2-3 shotted. Sooooo… once again it was pretty frustrating.

We already had a burst meta.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

It was just a battle of cooldowns, Obsidian Flesh vs. Gear Shield, Endure Pain vs. Renewed Focus.

I really hope ArenaNet knows what they are doing. Freaking out about the buff to necro scepter? It’s very possible the necro will be thrown into a CC tornado and dies in 4 seconds before he can even hit his 2nd auto chain. With the removal of a lot of defensive amulets, a lot of people will turn to glassy builds. Kill your opponent before he kills you.

It really wasn’t much better when you feel like you lost because your invulnerability skills doesn’t recharge as fast as others.


This is why I stated GW2 needs a rock-paper-scissor structured PvP system balance because it’s very hard for one play style to not completely dominate the meta.

- Bunker out sustains spike.
- Spike out damages pressure.
- Pressure overwhelms bunker.

Boon corrupt - a reaction to boon spam?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

So the ONLY thing scepter does for Necros now is replace dagger/warhorn with scepter/warhorn.

I wouldn’t mind it if Necromancers didn’t have Signet of Spite and Signets of Suffering.

It’s called Power Creep, instead of reducing the sheer amounts of boon spamming going on, they increased the amount of boon hate.

Soon enough we’ll have so much stability CC will become useless and the cycle repeats again.

(edited by Nova Stiker.8396)

The Balance Patch Shows GW2 Fate

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Posted by: Nova Stiker.8396

Nova Stiker.8396

https://youtu.be/g4fqWPVjAqk

Balance the game with more power creep. Just take what you got and make it stronger, eventually it will balance itself

Do Anet even know this regarding war buff?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Has no idea how to balance without adding a tons more power creep

~ArenaNet

The Next Necro Meta

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Now Reapers can go scepter/warhorn and staff.

A shame that necromancers never got a new weapon to use unlike all other elite specs.

diamond skin's so called "nerf"

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Posted by: Nova Stiker.8396

Nova Stiker.8396

It’s a big nerf. Now Reaper can condi bomb the Ele right away with 5+ conditions. As a Reaper, I can easily put in 2000 burn tick, 2000 poison tick, chill and other stuffs. Most of the skills apply more than 1 conditions.

That doesnt even count the corrupt boons buff and Scepter auto attack converts boons.

Reaper will be a hard counter to Ele next patch.

P.S: and that doesn’t even count the removal of Celestial amulet. Ele is done for next patch, so stop the QQ lol

Removing the celestial amulet also hurts Reapers as well as every bunker.

Once again the meta will shift into a very speedy, bursty meta that focuses around the battle of invincibility cooldowns.

Upcoming Changes to PvP Runes/Sigils/Amulets

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Posted by: Nova Stiker.8396

Nova Stiker.8396

There is NO reason to have any 3-stat amulets, you should just make every amulet hold 4 stats.

https://youtu.be/zzPLYGWyeE0

That is why.

Still nothing done with CC...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

ArenaNet do you want players to actually fight eachother or be tossed around like rag dolls?

Still no hope for the ‘balance’ team figuring out some of the major overarching issues in PvP. Heres the thing ArenaNet, all of classes are very strong with very strong builds across each of them. The biggest issue is they are unable to output DPS because they cannot hit anything due to sheer amounts of CC being spammed on everyone.

And Dragonhunters can still fart out traps, clearly, the ONLY issue was the daze duration and not the fact dragonhunters fart traps of death.


Whatever, I’m going to practice bunker revenant since the meta shift will still be massively CC heavily.

(edited by Nova Stiker.8396)

diamond skin's so called "nerf"

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Posted by: Nova Stiker.8396

Nova Stiker.8396

It is significantly stronger, investing a lot of healing into keeping above 90% HP was very taxing. Now I can safely lose 4,000 health instead of 1000.

Plus a condition every second? Holy dwayna Guild Wars 2, your power creep is just insane when you need to remove a condition every second.

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

@Nova

Actual damage is:
[weapon damage between min-max of weapons damage]*coeff*power/ Targets armour. Its why the same skill can do different amounts of damage. Depends on which number between the min and max the game rolls.

Tooltip damage is:
Average weapon damage*coeff*power/2600 (what the game uses as heavy armour)

Also i believe skills that have the following functions like Damage (8x): 1000 the game will pick a weapon damage value to preform the skill which is why those 8 hits if unmodified will do the same damage. Its why skills like Hundred Blades can be missleading since the first 8hits will all roll from the same weapon damage number but the final hit uses another…or so I believe. Makes sense and explains high roll-low roll variance.

The devs have access to a set of weapons called steady weapons where the weapons damage min=max so they can test skills based solely on their coefficents because it removes the varying weapon damage factor.

Afaik power and toughness are the only attributes that dont do a base then scale of Y + ( X*something). All other Primary and secondary attributes have some sort of base. In all it makes balancing this one type of damage difficult since its all a function of itself.

The design of it makes so little sense in the long run, calculating toughness vs. power will always be a problem. They might as well balance the game only using percentage changes as fine tuning toughness and power will only create a big mess.


It’s like the level scaling formula was created first, then everything was built around that.

(edited by Nova Stiker.8396)

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

@Nova

“The players base stats are utterly meaningless. My warrior with 25 stacks of might can reach 3.5k power, but the game will still treat it as if I only had 2.5k power.”
This is incorrect and can be tested easily on the golem in HotM, the use of the damage formula that all power damage in the game uses and some math.

You can hit the golem with 0 extra power, it will match the damage from the skills tool tip.

But once again, it doesn’t add up. If you actually did have 1000 extra power, the tool tip would be saying much more.

And again, the base damage of the a weapon skill with the weapon strength doesn’t add up either unless the game is assuming the skill is already hitting an armor target.

Which… also brings up the question, what does the tool tip thinking players are hitting? If you have 1,000 power, 1,000 weapon damage and 1.0 scaling, yet, the tool tip says something around 500 damage. Does the game always assume you are hitting something with 2,000 armor?


Jesus, no wonder ArenaNet fails so hard with balancing, the way they calculate damage values is nothing short from horrific. “oh yeah, lets make sure the damage dealt to all the players is divided by 1,888, so that means all the enemies have to deal damage in the millions.”

(edited by Nova Stiker.8396)

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

That’s not how the game works. The page you linked even gives you all the details.

Skills do NOT have a base power. Skills have a skill coefficient. The base damage is your weapon damage range. The power is the player power stat as you can find on your char screen.

weapon damage * skill coefficient * attacker’s power / target’s armor

Which is a complete lie for PvP, weapon damage has no effect in PvP. Even the base 1,000 power shown on the screen goes completely ignored by the attackers power.

Everything is calculated in PvP as: skill coefficient * (attacker’s power -1000) / target’s armor

Interesting how you pretend the base damage formula in the game is different in PvP when ANet is so resistant to the idea of making a PvP/PvE split :p

And your formula is so funny. Try say a Settler Amulet. Result? attacker’s power = 1000. You are basically saying that settler amulet users do 0 damage in all situations except with conditions

You appeared to have completely forgotten the skill coefficient existed.

And you appear to have forgotten what a multiplication by 0 does.

Once again, I’m not saying players 1000 power is subtracted by everything. I am saying it might as well not even exist. Do you honestly think you have nearly a 50% critical chance when you see the 1000 precision? No, you subtract 1000 precision, start at 4% critical chance and calculate precision from there.

The players base stats are utterly meaningless. My warrior with 25 stacks of might can reach 3.5k power, but the game will still treat it as if I only had 2.5k power.

(edited by Nova Stiker.8396)

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

That’s not how the game works. The page you linked even gives you all the details.

Skills do NOT have a base power. Skills have a skill coefficient. The base damage is your weapon damage range. The power is the player power stat as you can find on your char screen.

weapon damage * skill coefficient * attacker’s power / target’s armor

Which is a complete lie for PvP, weapon damage has no effect in PvP. Even the base 1,000 power shown on the screen goes completely ignored by the attackers power.

Everything is calculated in PvP as: skill coefficient * (attacker’s power -1000) / target’s armor

Interesting how you pretend the base damage formula in the game is different in PvP when ANet is so resistant to the idea of making a PvP/PvE split :p

And your formula is so funny. Try say a Settler Amulet. Result? attacker’s power = 1000. You are basically saying that settler amulet users do 0 damage in all situations except with conditions

You appeared to have completely forgotten the skill coefficient existed.

If players REALLY did have 1,000 free power, everything would be doing more damage. Say I did have a settlers amulet, the damage shown on the Reapers greatsword auto attack should say 1,342 with the 0 extra power.

But it doesn’t, it just shows 342 despite having 1,000 power.

(edited by Nova Stiker.8396)

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

That’s not how the game works. The page you linked even gives you all the details.

Skills do NOT have a base power. Skills have a skill coefficient. The base damage is your weapon damage range. The power is the player power stat as you can find on your char screen.

weapon damage * skill coefficient * attacker’s power / target’s armor

Which is a complete lie for PvP, weapon damage has no effect in PvP. Even the base 1,000 power shown on the screen goes completely ignored by the attackers power.

Everything is calculated in PvP as: skill coefficient * (attacker’s power -1000) / target’s armor.

Come to think of it, the 1,000 power everyone has might actually do nothing for extra damage in all modes, not just PvP.

(edited by Nova Stiker.8396)

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

That doesn’t make sense. All the direct damage weapon skills scale exactly the same with power. The skill coefficient is multiplied to the attacker power!

Your remark about Hundred Blades you’ll have to explain your math better because I have no idea how you can reach that conclusion.

No, it does not scale the same, I’m not sure where you even got the conclusion that all attacks scale exactly the same.

The final hit for hundred blades doesn’t scale as well at the other 8 hits, BUT it has more base damage. So if your power is extremely high (like my warrior has ~3,500 with 25 stacks of might) the final hit won’t deal as much damage.

Also, the base power is divided by 8, but the coefficient isn’t.

(edited by Nova Stiker.8396)

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Non-crit damage is directly proportional to power.

No, it isn’t. It takes power greatly into account but there base damage for any skill, and for some professions this base damage value is higher. This means that you need less power to achieve the same results of a class with a higher power setup.

For example, Guardians would greatly benefit from all stats but you won’t ever see, for example, a meditation Cele because the damage is too lackluster. Compare that to what cele engi and ele were.

That is actually true, a lot of the guardian greatsword skills, either 3, 4 or all 5 of greatsword attacks scale better than any other class.

https://wiki.guildwars2.com/wiki/Hundred_Blades
It’s funny, for anyone that does raids or been in situations were your warrior has had the utmost amount of extra power will find out the final hit of hundred blades will actually deal less damage than the first hit.

(edited by Nova Stiker.8396)

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Ehm I don’t really understand the authors way of reasoning, you say more stats will always be superior , that’s why celestial amulet, which is the amulet that gives the highest amount of stats, should not be nerfed?
Doesn’t that mean you acknowledge that celestial is the strongest amulet?
Do you want the game to stay unbalanced regarding this?
Or do you want to buff other amulets even though nerfing one amulet would be easier than buffing a dozen others and people are complaining about power creep already?
And wouldn’t that just be a nerf to celestial since its relative power would be lowered?

I’d much rather have a scaling rebalance than a nerf to the celestial amulet. As I said in the video, there is absolutely 0 reasons to go 1,200 into anything in PvP.

carrion pretty beast on necro though

It is mainly because Soul Reaping gets a lot from vitality. Once again the strong scaling playing a major factor.

I use to think so, but toughness applies to deathshroud as well and arguably scales a bit better than vitality due to the necro’s low base armor and high health pool.

Main reason its good is because they have a kitten ton of condi damage and that trait which gives you 50% free crit in shroud making power good.

But I agree with the overall assessment that 3 stat combos in general are a bit kitten. Carrion reaper is the exception, not the rule. tl;dr nerf cele

So… the question is, should all amulets be 4 stats to keep up with the power creep?

No what I suggest is something I’ve felt for a long time, I acutally think they should allow us to allocate our own stats, within certain rules and parameters. The cookie cutter amulet idea never really appealed to me. I would prefer more customization in general.

If we’re sticking to the cookie cutter ones- We could start by buffing ferocity. That stat is utter kitten- Give us crit damage back.

So if you give free range stat allocation, it’ll need to have players select an offensive and a defensive stat, otherwise we’ll have even more unkillable bunkers.

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Ehm I don’t really understand the authors way of reasoning, you say more stats will always be superior , that’s why celestial amulet, which is the amulet that gives the highest amount of stats, should not be nerfed?
Doesn’t that mean you acknowledge that celestial is the strongest amulet?
Do you want the game to stay unbalanced regarding this?
Or do you want to buff other amulets even though nerfing one amulet would be easier than buffing a dozen others and people are complaining about power creep already?
And wouldn’t that just be a nerf to celestial since its relative power would be lowered?

I’d much rather have a scaling rebalance than a nerf to the celestial amulet. As I said in the video, there is absolutely 0 reasons to go 1,200 into anything in PvP.

carrion pretty beast on necro though

It is mainly because Soul Reaping gets a lot from vitality. Once again the strong scaling playing a major factor.

I use to think so, but toughness applies to deathshroud as well and arguably scales a bit better than vitality due to the necro’s low base armor and high health pool.

Main reason its good is because they have a kitten ton of condi damage and that trait which gives you 50% free crit in shroud making power good.

But I agree with the overall assessment that 3 stat combos in general are a bit kitten. Carrion reaper is the exception, not the rule. tl;dr nerf cele

So… the question is, should all amulets be 4 stats to keep up with the power creep?

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Ehm I don’t really understand the authors way of reasoning, you say more stats will always be superior , that’s why celestial amulet, which is the amulet that gives the highest amount of stats, should not be nerfed?
Doesn’t that mean you acknowledge that celestial is the strongest amulet?
Do you want the game to stay unbalanced regarding this?
Or do you want to buff other amulets even though nerfing one amulet would be easier than buffing a dozen others and people are complaining about power creep already?
And wouldn’t that just be a nerf to celestial since its relative power would be lowered?

I’d much rather have a scaling rebalance than a nerf to the celestial amulet. As I said in the video, there is absolutely 0 reasons to go 1,200 into anything in PvP.

carrion pretty beast on necro though

It is mainly because Soul Reaping gets a lot from vitality. Once again the strong scaling playing a major factor.

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Ehm I don’t really understand the authors way of reasoning, you say more stats will always be superior , that’s why celestial amulet, which is the amulet that gives the highest amount of stats, should not be nerfed?
Doesn’t that mean you acknowledge that celestial is the strongest amulet?
Do you want the game to stay unbalanced regarding this?
Or do you want to buff other amulets even though nerfing one amulet would be easier than buffing a dozen others and people are complaining about power creep already?
And wouldn’t that just be a nerf to celestial since its relative power would be lowered?

I’d much rather have a scaling rebalance than a nerf to the celestial amulet. As I said in the video, there is absolutely 0 reasons to go 1,200 into anything in PvP.

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Its an amulet probably in 50% of builds when its one of maybe 20 or so amulets. So it should be in 5% of builds.

50% is alot more than 5%. This is basic statistics which should be used for game balancing.

But either way, they wont nerf the amulet in 2016 or probably 2017 so I wouldn’t worry about it. It will never happen.

It’s not about how much an amulet is used, it’s about how useful it is. Not all designs can be used equally across people.

That being said, Guild Wars 2 PvP just isn’t designed for 3 stat allocations because of how poorly things scale.

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I do not deny that. Jeez. I asked for formula info, but ofc no dev response. I ask for detail correction, no dev response. Safe to assume they want us to know the answers FOR THEM, while they neglect letting us assist? Is this like copyright infringement rules where providing an item means it cannot be used without explicit and expressed permissions to all necessary parties? I’m so lost and upset tbh.

Because they don’t have to share anything, responding is optional

The fact is, the balance team isn’t very good.

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

This is true for most abilities and classes- minus Thief. Yay for uniqueness. No crits=no damage=tankiness matters not because we are not tanky nor have decent damage= why in the heck did I take celestial?

I tested it :c It was the dumbest thing I’ve ever done. Though I agree everything has garbage scaling because you lose 1-2% damage from berserker to Marauder… but gain dps if you take Crit while wielding Marauder anyway… SIIIGH.

I do want a tiny nerf to Celestial, its 700 points total higher than the 4 stat amulets. So 100 per stat (7 stats) would equalize, but based on video/calculations even just 35 damage per stat would be effective (525 per stat instead of 560) in reducing its global usage.

On an offnote, I’ve played cele only once- when celementalist was god. I always played Carrion (now wanderers) or Berserker (now marauder).

Scaling needs to be buffed or all amulets need a 4-stat split. Right now GW2 scaling will always favor more stats.

nerf rr, not hgh and aa. kthxbai

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Posted by: Nova Stiker.8396

Nova Stiker.8396

u wanna nerf adaptive armor so no.

It’s only a nerf if you are running glass.

true but you nerfed reduced condition damage by 5% so no.

the 20% condition damage reduced is fine, leave it alone.

It’s really not fine.

nerf rr, not hgh and aa. kthxbai

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Posted by: Nova Stiker.8396

Nova Stiker.8396

u wanna nerf adaptive armor so no.

It’s only a nerf if you are running glass.

nerf rr, not hgh and aa. kthxbai

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Engineer
We’ve been enjoying watching all of the scrapper gyros buzzing around in the jungle, helping allies and clearing the way for Pact forces. Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive. With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability.

hgh duration nerf was unjustified, not necessary.
adaptive armor, okay, 500 toughness is a bit too much. 300 is fine now. really.

lets look at rapid regeneration.

https://wiki.guildwars2.com/wiki/Rapid_Regeneration

Rapid Regeneration
“Rapidly regenerate health while affected by swiftness or superspeed.”
Healing Swiftness: 105 (0.065)?
Healing Superspeed: 470 (0.27)?
Interval: 1s

this is what we have at the moment.

they could shave the base numbers a bit and increase the healing power coefficient a bit.

discuss!

Discuss? Done.
https://forum-en.gw2archive.eu/forum/game/pvp/If-I-were-to-hotfix-nerf/first

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

This is the main reason why DD Eles (and Engis prior to June 23rd) were so frustrating prior to HoT… I’d like to add however that not all classes have strong base damage i.e. non DH Guardians, Thieves, non Druid Rangers, etc. I suppose it’s overlooked because it evens out with more stat focused amulets such as Marauder.

Heart of Thorns was clearly unfinished. If you compare the warrior axe attack Eviscerate level 2 to the Dragonhunters True shot, they deal the same out of damage. A skill that has 1,200 range, pierces AND has a 4 second cooldown has the same scaling with power as a level 2 Eviscerate.

While some weapons are clearly designed with power in mind, it only affects 0-2 skills on the bar (yes, power based weapons can have horrific scaling all around). Yet, conditions can be on every skill.

I’m not saying buff power, what I am saying celestials or any 4 stat-line will always be superior.

(edited by Nova Stiker.8396)

Don't nerf Celestial Amulet!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

(edited by Nova Stiker.8396)

Balance Goals for the Winter 2016 Update

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Was anything actually said in this post? It seemed like a whole bunch of “we’re going to be changing something” vagueness. I play all those classes, and have no better idea today how they’ll be in three months than I did yesterday, only that “some things will be different, maybe.” This is not news, this is “this is not news.”

Pretty much this, either the balance team are unsure of how they are going to balance the problematic areas or they have no idea what are the exact issues with the balance.

Either way it’s REALLY not a good sign.

Their change to diamond skin already shows they have no idea how to address certain issues. More condi removal? If Tempests want more condition removal they’ll take cleansing water.

The power creep is absolutely insane right now and you can flat out tell what parts of the combat fail to keep up.

Balance Goals for the Winter 2016 Update

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Snip.

I’ve thought through the implications of removing cele from PvP and what would happen to elementalist quite a bit, actually. It’s pretty risky. I think elementalist would need a new 4 stat combo to be viable at roughly the same level (maybe something like 1050pow/1050condi/560vit/560healing).

The biggest reason why celestial amulet is very good is because a lot of things scales pretty poorly. Unless the class relies highly on scaling, there is no reason to go 1,200 into anything.

Look at the auto attack combo for Reaper form, assuming none are a critical hits, 3 hits equals to 2070 total damage on the celestial amulet.
However, if you invest your gear entirely to damage on the zerker or soldier amulet, it becomes 3606 total damage in 3 hits.

That’s only a difference of 1536 when you invest everything into power. That is a terrible trade.

Also, why can’t all the amulets go into 4-stats? I’ve been brainstorming a new gear stat allocation for PvE where highest gear rank is split between 3 archtypes that follow under 3 stats, 4 stats and 5 stats. Where players can only equip one archtype (but that balance leads to economy issues that’ll need adjusting)

(edited by Nova Stiker.8396)

Balance Goals for the Winter 2016 Update

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.

I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.

I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.

Just ensure that “faster paced” doesn’t result in spammy aoe/1-shot meta at the same time. Shave some of the active defenses from those who have too many (Chrono) and give them to some who need it more (Necromancer) and keep damage kind of similar and you will see less of those bunkers and more people dying.

Just be careful of over-correcting by “making bunkers less sustainable” and “making damage dealers do more damage” resulting in a hard swing in the other direction. Other than that, it sounds good. :}

Good feedback. Something to keep in mind as we talk through proposals/suggestions, etc, is that while the meta does indeed have a heavy bunker aspect to it, there’s actually a considerable amount of damage going around that is only offset by how prevalent rezzing is. Think about the impact of the normalization of downstate and quickness/slow and how that will affect snowballing.

I hate to correct a developer right now because how great it is that a balance patch is coming sooner than later, but in this case I need to.

“There’s actually a considerable amount of damage going around that is only offset by how prevalent CC is”
The less you hit your target, the less overall damage you are going to do. One of the biggest reasons why Revenant is so damage-strong isn’t entirely it’s damage but right now it’s the only class that can run into a hurricane and not be knocked around.

Balance Goals for the Winter 2016 Update

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Originally this post was going to be about how Karl isn’t properly addressing some of the issues; how the balance team appears to be completely lost on what to improve while I describe some key examples.

But that would be a complete waste of time, so here is facepalm response.

Attachments:

(edited by Nova Stiker.8396)

anet what the actual blip have you done

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Posted by: Nova Stiker.8396

Nova Stiker.8396

EEEEEEEEEEEEEEEEEEESSSSSSSSPPPUUUUURTZ is what happened.

Don’t worry, after an ESL tournament of players rage quitting in the middle of a match, thousands of people publicly booing ArenaNet on a ESL stream for their very pathetic job with balancing and QoL, plus wasting 400k like morons, they hired a new guy on the PvP team (note, not balance team, so GW2 can still be royally screwed) to hopefully make sure Guild Wars 2 PvP stop being so… pathetic.

The most underwhelming Weapons rework

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Posted by: Nova Stiker.8396

Nova Stiker.8396

i’m not sure why anet is against the idea of reworks so much, so many things need it.

It requires a lot of work and testing. Not to mention they won’t get money off it unless they sell weapon skins pertaining to the reworked weapons.

Smite now pwned even dota2 in twitch viewer#

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Posted by: Nova Stiker.8396

Nova Stiker.8396

maplestory has more viewers then guild wars 2?

You can make more money streaming Maple Story than Guild Wars 2 right now.

However, ArenaNet has a new person working the PvP development side. Hopefully he is smart enough to realize 400,000 dollars isn’t a smart bribe when PvP isn’t fun.

how do you know an info even about just an employeer got hired by anet that much specifically?? Wow that’s amazing tho…

Yeah, he started at the beginning of this year, announced it in a different thread. Probably hired for very obvious reasons stated above.

Serious Question About Thieves

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Posted by: Nova Stiker.8396

Nova Stiker.8396

When is the balance patch ??

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Balance patch? It’s either When it’s Ready or Too Late.

Still though, don’t get your hopes up that ArenaNet actually fixes a lot of the serious problems. Their balance team is less about balancing and more like throwing things against the wall and hope something sticks.

Smite now pwned even dota2 in twitch viewer#

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Posted by: Nova Stiker.8396

Nova Stiker.8396

maplestory has more viewers then guild wars 2?

You can make more money streaming Maple Story than Guild Wars 2 right now.

However, ArenaNet has a new person working the PvP development side. Hopefully he is smart enough to realize 400,000 dollars isn’t a smart bribe when PvP isn’t fun.

Does Diamond skin need a nerf ?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Reapers don’t get hard countered by Scrappers – your usage of the term, ‘hard counter’, should be revoked.

No amount of Reapers will make Warriors a solution, either. Warrior keeps Warrior from being played.

I never said warriors would become meta, I simply implied they would be stronger in a reaper dominant meta.

If you have something on how Scrappers aren’t countering reaper then please tell me since all of my experience on both classes has pointed towards scrapper being easily able to out sustain a reaper as reaper lacks on the burst to bring down scrapper.

remember when core necro REALLY hard counter core engi? I remember … and now Reaper vs scrapper is pretty fair tho

Pretty fair for all the wrong reasons. Signet necro was and is a total nightmare to 1v1 before HoT, heck, core signet necro can still 1v1 better than scrapper. But not all of it was so strong, signet necro had some exploitable weaknesses with little ways to escape pressure and can have trouble focusing targets in a team fight.

All Reaper did for signet necro was give it better AoE, making it stronger and safer in team fights.