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Power vs Condi

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NovaanVerdiano.6174

That being said, the amount of necros not even closely getting down a decent rotation and picking absolutely horrible choices and not knowing anything about what they can possibly do is saddening.

The amount of people I’ve seen say stuff like this, but make zero effort what-so-ever to actually help people learn, is staggering.

This community has been nothing but ruthlessly elitist since the day I came online, rivaled by absolutely nowhere else. This game’s population has spat the worst sort of bile I’ve ever seen, while staunchly refusing to try to improve the people they claim are bad at the game.

People don’t like their teammates being bad? Teach them if you know so kitten much.

I like how you give me kitten but don’t even know what I did or not did.
Why the kitten am I supposed to give a 10 page essay here on how you can port up with flesh wurm to the second switch before the drill room in underground facility after activating spectral walk, then porting back down in time after everyone is in?
I’ve helped a lot of people understanding necro better, but there is no reason to go out of my way to teach those who don’t ask simply because how often players get offended at making suggestions/giving tips, even if you are being nice.
If someone comes up to me and asks “hey you’re running this instead of that what I’ve seen there, why?” “hey how did you do this just now?” etc. then I’ll gladly tell them and help them improve and people did that in the past, same when I see people asking in map chat.

So don’t give me kitten for that.

Pay your respect...Rip Condi Necro....

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

They removed rat stacking, that was pure cheese no matter how you look at it. Another cheese – Epidemic bouncing – is still in place, and NORMAL damage remained unchanged.

How is epidemic bounce cheese? Please explain.

Time to put Necs back on the shelves for the most part again I guess, where they were for the most part of this game’s lifespan. Don’t see any reason to bring one anywhere besides on Matthias.

Step 1: get 2 condi necros and maybe some other condi builds, the more the merrier.
Step 1: cast epidemic on main target when there’s an add nearby.
Step 3: cast second epidemic on that add, to instantly double amount of conditions on main target.
Step 4: cheese served.

Again, how is dedicating multiple party/squad-slots to something that does not work in every encounter and actually requires coordination cheese?
Keep in mind, you copy a maximum of 25 of each condition with each epidemic, something you are clearly not aware of.

Infusions and stat swapping on Legendaries...

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

You can swap stats without losing infusions.

Power vs Condi

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

Condi necro still brings more to the group in PvE, so I’d stick to that. Also, the jagged horror nerf is worse for raids than it is for fractals. I also wouldn’t take death magic whatsoever anymore and instead always take blood magic, at least looking at how things are now, haven’t gone through/haven’t seen any tests yet.
In PvP, power necs are rarely ever seen because lots of their power kit just doesn’t do all that well there, though the axe buffs (especially the unholy feast one) might’ve made this a bit more valid I guess. Someone who plays more PvP than I do can probably say something about that.

If you just want to play necro, either will be fine, dps is more or less equal, but condi overall brings more and is generally more accepted. For running around in open world I’d play power over condi every day though.

Condi necro is sought after mostly because of Epidemic, which is really the only thing a necro can bring to the party that another class can’t. Power reapers are still pretty good DPS slot though (granted, other classes are better picks).

As for pvp, power reaper is fine (for me personally, I do better with a power build), it just requires understanding the class, and playing tactically, not rushing in as one would with a melee heavy armor class. Dagger/warhorn is a great combo, and coupled with axe/warhorn for range, especially now after the axe buff, it’s quite solid combo. Staff is a pretty good choice for power, too (I prefer axe though, despite the lower range and no aoe skills). Greatsword is less useful, but still viable in pvp as well, but it requires a lot more skill to time things perfectly, and can be easily interrupted. Very useful in coordinated team fights though.

Biggest problem with necro imo is that people simply copy builds from metabattle, and follow the rotation, not many actually take the time to understand the class. This might work with more forgiving classes, but not with something like a necro or a thief.

I know. Still more than power necro brings and things such as weakness can still help groups, especially weaker ones.

I’d actually argue that you have an easier time just rolling necro without looking into things while it’s not that easy on other classes. That being said, the amount of necros not even closely getting down a decent rotation and picking absolutely horrible choices and not knowing anything about what they can possibly do is saddening.

Raid Diversity is now Dead

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NovaanVerdiano.6174

Don’t want to jump into conclusions, but I’m not sure if rev will be able to make up the dps from dropping one of the higher dps classes, especially considering that rev doesn’t exactly benefit much from alacrity where other classes do. Obviously, I don’t have any numbers yet so I can’t say anything for certain, but it’s a feeling I have. I’d gladly be proven wrong, though.

Power vs Condi

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

Condi necro still brings more to the group in PvE, so I’d stick to that. Also, the jagged horror nerf is worse for raids than it is for fractals. I also wouldn’t take death magic whatsoever anymore and instead always take blood magic, at least looking at how things are now, haven’t gone through/haven’t seen any tests yet.
In PvP, power necs are rarely ever seen because lots of their power kit just doesn’t do all that well there, though the axe buffs (especially the unholy feast one) might’ve made this a bit more valid I guess. Someone who plays more PvP than I do can probably say something about that.

If you just want to play necro, either will be fine, dps is more or less equal, but condi overall brings more and is generally more accepted. For running around in open world I’d play power over condi every day though.

There are already "no necros" groups on EU

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

Amaimon, are you serious? Lmao
The Jagged Horror nerf was absolutely huge, though the problem here isn’t the fact they killed that off, the problem is the missing damage wasn’t compensated anywhere else (which they probably can’t without blowing up damage in WvW/PvP…)
Axe is still a kitten weapon in PvE and I’d go as far as saying that the damage buffs were pretty much a distraction with the unholy feast buff being the only good thing about it, which again is not required in PvE. BiP and SoV-changes are completely unrelated to PvE anyway and the GS buffs aren’t big either. Leaves them gutting jagged horrors.

That being said, I personally haven’t seen any “no necro” lfgs yet and I hope it stays that way.

Necro changes 18.10

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The swiftness from warhorn is laughable imo, especially since focus is better raw damage. Quickening Thirst does the job better imo, with the downside of not working with GS actively equipped.

Power nec is still bad, probably always will be. Necro’s job is being bottom tier apparently, or at least they’re constantly trying to get them there again.

We may have different opinions of what’s bad then. Which is fine. Sure the damage is lower, But that doesn’t hinder me from completing content. There is not a single aspect of the game that progress is halted because of the fact I went power over condi. Until that happens, which it won’t, there is no reason to dismiss the changes as awful and claiming necro is worthless.

Sorry everyone wants record timings on the content they do. Not sure why that’s important, beating it at all is what should be important =/

Well yes, power necro is not bad in the sense of that it’s not useable. You can play everything in this game and it’ll work, somehow.

When you look at those things though you should always compare with the best options for each class and strive to keep them all about a certain level using their best setups, what they can bring etc. – and that’s where power necro falls extremely short. Don’t get me wrong, I absolutely love my power necro, it’s my main and I wish it’d finally make sense to bring one instead of being something that’s just there an does some damage, but could easily be replaced by something that does more damage while bringing more valuable utility/buffs.

Raid Diversity is now Dead

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NovaanVerdiano.6174

Just wanna drop in here and say you got that the wrong way around @Andy.
Yeah sure doing updrafts DOES make it more complicated, but that’s the intended way. If your squad can bring the DPS, you are rewarded by being able to make it easier on yourself. Of course technically you’re punished for not bringing it, but since updrafts are how it’s supposed to be done under normal circumstances it doesn’t exactly count.

Let's make Spinal Shivers useful in PvE!

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That does sound better, but my guess is that Anet would not want to drop the boon removal part. Also, the cast time is something that really kills the skill in all game modes imo. Should be 1/2 or 3/4 and not 1s. Wouldn’t even need to trade it for damage or anything because Corrupt Boon basically does the same thing better on a lower cooldown, just without the chill and damage. If necessary, could reduce the amount chill and/or damage it applies by a bit.

Necro changes 18.10

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Posted by: NovaanVerdiano.6174

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The swiftness from warhorn is laughable imo, especially since focus is better raw damage. Quickening Thirst does the job better imo, with the downside of not working with GS actively equipped.

Power nec is still bad, probably always will be. Necro’s job is being bottom tier apparently, or at least they’re constantly trying to get them there again.

Looks like no one's happy re balance patch.

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Meanwhile, people who spend less time complaining and more time adapting are just editing the meta build pages to match the current skills. As it always has and always will.

Doesn’t mean diversity hasn’t taken a huge hit, pushing multiple classes away. Of course content will still be playable and clearable like before and whatnot, doesn’t mean this balance patch was full of bad choices or choices that haven’t been full thought through.

Pay your respect...Rip Condi Necro....

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Posted by: NovaanVerdiano.6174

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They removed rat stacking, that was pure cheese no matter how you look at it. Another cheese – Epidemic bouncing – is still in place, and NORMAL damage remained unchanged.

How is epidemic bounce cheese? Please explain.

Time to put Necs back on the shelves for the most part again I guess, where they were for the most part of this game’s lifespan. Don’t see any reason to bring one anywhere besides on Matthias.

Necro changes 18.10

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Posted by: NovaanVerdiano.6174

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IMHO Jagged Horror nerf is good. It might seem bad on the surface but the build is fundamentally ‘broken’ in that it’s the only build in the game whose DPS scales directly with healing. By bringing Necro into line they can actually buff DPS without needing to worry about overbuffing with this build in mind.

I’ll be honest, they should’ve compensated for the jagged horror change (which I can indeed understand) with this patch by buffing other skills. That would’ve also silenced those saying that necro gets “insane dps for doing nothing” while actually keeping us competitive, right now it just looks extremely bad for condi necs.

@Ropechef: Ah, thanks.

Power Necro buffs Oct 18

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Posted by: NovaanVerdiano.6174

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snip

Just sucks that power necro as a whole is not a contender for PvE dps.

Necro changes 18.10

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Posted by: NovaanVerdiano.6174

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This change nerf Death nova trait to. Death Magic is dead trait line right now.

Hm, what did they change about Death Nova? Can’t check right now and patch notes don’t seem to list a thing?

Power build

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Posted by: NovaanVerdiano.6174

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For PvE, just go Berserker with Dagger+Focus and GS, Scholar runes.
Axe isn’t better.
Berserker+Valkyrie mix is something to consider if you’re playing in optimized groups where you know you get enough precision buffs from other players in order to make up for the precision you lose, and sadly power necro isn’t exactly in the meta.

Necro changes 18.10

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Posted by: NovaanVerdiano.6174

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From a design standpoint I think nerfing Jagged Horrors makes sense. It reduces condi necro’s reliance on Lich and Death Magic, just wish condi got a little compensation for it. I wonder if Lich Form is greater DPS than Flesh Golem now. 30 seconds of horrors on a long cooldown seems pretty iffy at best. If it is underwhelming, perhaps FG could win by virtue of utility alone.

That’s pretty much how I feel about this. I mean I do understand that condi nec currently isn’t exactly among the more difficult classes to play and the jagged horrors certainly didn’t help making it more challenging, but moving the damage into other skills while adjusting them further, at least for PvE, would’ve done a lot.
As it stands I’m not seeing many reasons to bring a necro anymore besides on Matthias.

Power Necro buffs Oct 18

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Posted by: NovaanVerdiano.6174

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Don’t underestimate that 0.11/0.06 aftercast reduction! The effect is huge. It’s comparable to the former thief 1h-sword aftercast reductions.

GS auto feels way more responsive now. Off course it is still too slow to hit ultramobile builds like the typical thief, but there is definitely an improvement. Even in PvE – where mobs don’t run around – it just feels better and that means more fun to use.

Due to the faster auto chain the GS DPS should also be a bit higher.

I love the Axe buffs. Nothing more to say here.

I didn’t manage to break 20k dps on the golem when it died with realistic buffs and superior sharpening stones/truffle steak using D/F + GS, though to be fair I’ve been awake for almost two days now so my rotations weren’t as on point as they should be and I don’t have + Power infusions either. So if someone wants to go test properly, I’d be very glad to see some more results.

Power Necro buffs Oct 18

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Posted by: NovaanVerdiano.6174

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If you’re talking about PvE, no, it’s still worse, even with unholy fervor equipped.

Balance Changes Upcoming

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

rip then

Pretty disappointing patch to say the least

Necro changes 18.10

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I mean I guess the changes to axe help it a bit in PvP, there’s still no point using it in PvE though. GS changes didn’t seem to do much from what I’ve quickly checked now and Jagged Horror nerf obviously hurts. So yeah, PvE necro didn’t go well out of this at all imo. Doubt the changes are going to be of major help in the other modes, but I don’t play them (seriously) enough to make any comments on that.

Balance Changes Upcoming

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Posted by: NovaanVerdiano.6174

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well looks like Rev didn’t get any damage buffs, according to the patch notes?

Necro changes 18.10

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No nerfs. I’m content.

How’s lich form minions dying after 30s not a nerf in PvE?

Necro changes 18.10

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Any thoughts?

Imo that’s a bad joke to say the least, I honestly expected nothing this time around and still managed to get disappointed. The minor power buffs aren’t really gonna do much and the Lich Form minion change… well. Not even sure what to say about that.

Balance Changes Upcoming

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Posted by: NovaanVerdiano.6174

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However that completely butchers reapers.

Depends on how big of a nerf we are talking about. There is a mid ground between being OP and useless.

Anet never does things in moderation.

And I agree with that unfortunately. They nerf (and buff) with a chainsaw instead of a butter knife.

And to answer this one:

How do you come to that conclusion?

Because power Engi (probably with Scrapper and hammer) can’t be buffed without upsetting the PVP balance, that’s why I say unless there is a split. And condi Engi is also very powerful on their own, both in PVP and in Raids (hint: they ok damage) so what’s keeping them away of teams as condi dps is the other builds (above all necromancers)

They could be tanks I don’t know how good they are as tanks. Given their amazing sustain in PVP they should be fine but I havent’ seen any tests on that

Hmm yeah, I get your reasoning behind it, makes sense and is valid. Can’t say I agree with the solution as I’d rather see proper usage of kits rewarded better instead of nerfing other things (especially since we already came to the conclusion that ANet seemingly often prefers the chainsaw when it comes to balancing, especially in case of nerfs.

Balance Changes Upcoming

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Posted by: NovaanVerdiano.6174

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I am really rarely reacting balance changes but this hit the roof for me.

So I have spent hundreds of gold’s to gear up my Rev JUST for raids. With this change you are ruining the whole raid balance and not just making it less fun for the players who actually likes playing Rev but you make it impossible now for them to find a group. GG as always. I’m waiting for the refund on my account in email. Thanks in advance!

Beer

Sorry for your lost, but i am actually quite looking forward to the balance patch.

The changes will not kill rev or mesmer, just giving more room to other classes, relax, it is not end of the day, not even close.

How can it give more room for other classes when the only class that didn’t regularly get a spot in this meta was the engi? How is there more room when 6 spots get occupied by 3 classes?

The only way for the engi to be more viable (without a skill split) is a nerf to Epidemic.

How do you come to that conclusion?

Balance Changes Upcoming

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Did someone say Revenant was getting a dmg buff? how o.o.

From the opening post:

Similarly, there will be changes in boon duration and boon application for a few professions. For the Revenant, we’ll be looking at reducing Naturalistic Resonance’s base boon duration. For Mesmer, we’re looking at making Signet of Inspiration’s boon sharing functionality a bit more controlled, giving each shared boon a fixed duration. To help compensate for these general reductions, we’ll be increasing both damage and a few different baseline boon durations.

Guild Wars 1 was never balanced.

Exactly, Guild Wars 1 was never balanced and those who think it was balanced probably forgot about it. That’s doesn’t mean a skill split is a bad idea.

Did I say it was balanced?
It was still better than how it’s going in GW2 currently with gutting skills in two game modes because its strong in the third one.

Balance Changes Upcoming

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Well looks like most of you guys didn’t play GW1 where they had the splitting which was getting more and more annoying as new skills were added. They learned from there that the splitting is just a pain in the kitten as the game continues to have more abilitys. They would be crazy to do the same mistakes again.
It’s like: “oh kitten I burned my hand on the hot plate” and then two seconds later you touch it again….

They still look for balance in PVE but it isn’t the end of the world if you have to change your stats and you are fine. As long as the encounters stay challenging (which most of them currently aren’t) the players stay (well most of them leave anyway after they done the raid and then come back when more content is ready)…
Whereas in other modes some skills are out of hand and just need fixing. Honestly this stupid boon dump in PVE/WvW was right to get nerved, SoI and revs boon duration buff were both way to strong. It shouldn’t be so easy to keep all buffs at 100% uptime.

Also you guys claim PVE is where the most of the people are this is correct but PVE isn’t equal to raiding in GW2. Don’t tell me balance really maters in open world or dungeons/fractals. Anything of those things is possibel with pretty much every possible skill set/equipment there is.

Oh I did play GW1 and I am aware skill splitting got out of hand. However, while it definitely was a lot of more workload, it overall paid off imo. Also, this time around it should be easier to keep splitting in control as there’s much less possible diversity in builds with half the skillbar taken up by pre-determined weapon skills, one heal, one elite and then three utilities along with the three specialisation lines as opposed to the 150~ freely useable skills per class, before subclassing and whatnot. Besides, I assume they took their experiences from splitting skills like this in GW1 and will keep the downsides in mind when doing it this time around.

Changing stats isn’t the problem as much as killing off build diversity, if the changes are as severe as they are expected to be. It’s not healthy for the game.

Balance in fractals does matter, considering they’re actively being worked on and are supposed to be a stepping stone to raids. Dungeons are abandoned content so you can indeed not expect much there and even Open World/Story needs some sort of balancing as to not scare off people who aren’t good players by even making the easiest type of content there is too difficult for them/making it way too easy so that people get bored or making their favorite class(es) feel extremely weak. All of that can be extremely offputting to players. Obviously doesn’t mean balance for open world has to be on point or very close to it, but there should be some general sense of it.
As for the last part, so are raids (with a few restrictions). I assume your point is “there’s enough diversity if everything works”, which isn’t even wrong considering how you look at it, but if it comes to meta/efficiency that pretty much falls apart. Just because most things work doesn’t mean there’s any… well, sense behind it or has any real use. People value their time and try to be efficient while still having their fun (or getting their fun from being efficient), so what needs to be achieved is balancing it so that there is plenty of setups which work in different scenarios/for different groups. This is something we actually currently have in a way but could easily be destroyed depending on how the patch plays out.

How about: Gold and Silver for Artificer

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Is there a reason why Jewelers cannot craft ascended items? Would finally make Gold and Silver actually worth something, plus give players options other than laurels and guild commendation tokens.

I believe that the only reason we can’t is to give people a good laurel sink with ascended trinkets (even though now there are plenty of other ways to get them so its less helpful). Other than that I can’t think of a reason to not give us the ability to get 500 jewelcrafting and make ascended trinkets

Quad-Stat-Trinkets are the new hype for plenty of builds/players, which you can’t get through laurels anyway. At this point its more “making you farm the new maps” I assume.

Most of these Quad stat gear looses lots of it’s value since it’s much more expensive and convoluted to build, usually requiring a recipe thus not giving much in terms of EXP, and generally doing little more that a well choose three stat gear combination couldn’t do, with half the money and effort. Also, since you can’t buy/sell them on the tradepost, they are kind of useless beyond those who need them for a specific build.

That’s a topic for another “How about” thread…

Most condi builds require vipers gear to some degree
Backpacks in general still can’t be crafted and are often annoying to acquire
Xunlai Electrum Ingots and the refined jewels could be sold
Three-stat-combos can still be crafted, no issue there
etc.

[IMz][agro] Duo SE p2 16:16

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Posted by: NovaanVerdiano.6174

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Shouldn’t use Rise constantly imo, even less so in a speedrun

(edited by NovaanVerdiano.6174)

How about: Gold and Silver for Artificer

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Is there a reason why Jewelers cannot craft ascended items? Would finally make Gold and Silver actually worth something, plus give players options other than laurels and guild commendation tokens.

I believe that the only reason we can’t is to give people a good laurel sink with ascended trinkets (even though now there are plenty of other ways to get them so its less helpful). Other than that I can’t think of a reason to not give us the ability to get 500 jewelcrafting and make ascended trinkets

Quad-Stat-Trinkets are the new hype for plenty of builds/players, which you can’t get through laurels anyway. At this point its more “making you farm the new maps” I assume.

Balance Changes Upcoming

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NovaanVerdiano.6174

So are we still trying to do half measures instead of just separating the modes instead of screwing over one game mode to fix problems in another? And end up doing nothing as a result? If revs and mesmer boon share is too good in WvW, then just nerf it in WvW. No?

Why even bother?

Because having a split is a major reason why we see imbalance.

sPvP is already balanced differently than WvW and PvE because the sheer amount of stats and stat diversity available are simply less than PvE and WvW. What doesn’t work in one format works wonderfully in another.

There doesn’t need to be a split. ANet would just be overwhelmed with things to adjust (as if they aren’t already), especially as more elite specs are released. They need to actually normalize the formats better. PvE balance seriously doesn’t matter so long as the content can be completed. All this complaining about the PvE meta doesn’t mean crap. You will find a group doing literally anything playing on literally anything. You might not be optimal, but if you beat the content on a sub-optimal build, it doesn’t actually matter. There will always be a mathematically-superior meta in PvE and it will never change until professions are nerfed or buffed, because encounters don’t change and can be broken down into literal formulas. So long as can group can complete the content, it shouldn’t matter. PvP areas, not so much, which is where the precedent of good design really matters.

And that’s the other major reason why we see vast differences between formats: the actual skills and mechanics themselves are often terribly-designed or implemented. ANet has a staggering number of reworks to do, because some things like certain weapons, traits, etc., will never actually be good regardless what they do, until totally scrapped and re-worked. If balance is split up and everything “seems” good, it just makes it a much more difficult knot to try and untangle unless the skills and mechanics themselves change between formats. I don’t know about you, but I’d like to rest assured that my weapons skills are the same when moving between PvE/sPvP/WvW. That’s just not possible if they take the split balance approach without just adding objectively more work; if they’re going to re-design something, doing so in ways that won’t break any given format is easier than trying to manage re-designing the same mechanic into three different ones between the formats, which may propagate more balance work and demand the same process over and over.

The absolute best thing they could possibly do right now is put PvE stat-selection options/values (aside from food) into sPvP, remove Durability and Perplexity runes altogether, and then work on re-designing terribly-designed mechanics to function between formats.

PvE balance means a lot because if you faceroll everything without issues people will get bored really fast = playerbase drops a lot
If it’s too difficult then no one’s gonna do it either = playerbase drops a lot
If classes feel like kitten, class diversity is going to be lower and those who enjoyed their main class will drop off etc.

You can’t normalize PvE, WvW and PvP. They’re completely different formats by default, the kitten do you want to normalize there? Splits are the one thing that actually makes the balance better by giving the devs more control. I’d rather get a pop up saying “some skills work differently in each game mode” when entering WvW/PvP for the first time. Not everything has to be split, but if certain effects are completely overpowered in one aspect of the game while being completely fine in the other two, why gut the skill in all three game modes instead of making it more balanced in the one where it’s causing problems? Obviously splits aren’t the to-go solution for everything and they definitely should not split everything just because they can, but saying that splits are the worst thing they could do and that the balance of certain gamemodes doesn’t matter is ignorant to say the least. Yes it’s going to be more work to handle split skills, but the people at the balance team are getting paid for this and I’m convinced they can handle it, choosing wisely when to split and when not to, seeing it as a strong tool they shouldn’t be afraid of to use (which seemingly they are, and this is a bad thing)

How about: Gold and Silver for Artificer

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Ooooor we could finally get 500 jeweler and along with it a way to reliably attain Quad-Stat-Trinkets by crafting them. Xunlai Electrum Ingots were supposed to use Gold and Silver.

Would solve two problems in one go.

Possible Epidemic nerf incoming

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

Honestly, I’m not sure why they would. I haven’t raided but is Viper Necro incredibly dominant there? Pretty sure no one touches it in PvP and while some use it in WvW, that’s mostly for running over unorganised groups. Not really something of outstanding effectiveness if your enemy knows what condi clear is.

It’s not exactly dominant, no. Epidemic and condi-play (pulling condis, transfering them back and forth) make them solid choices on most fights, but you could live without them at pretty much every encounter.

Please balance chaos fractal boss.

in Fractals, Dungeons & Raids

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

Just leave it to the GW2 community to unwillingly make the most hilarious responses.

I agree that losing conditions on barrier-renewal and the daze on the auto are bad design choices. There is always a difference between difficult and frustrating/annoying, those two “mechanics” fall into the latter category, the daze more so than the condi cleanse imo.

@maxwelgm: Stacking necros is never the best choice, it is merely the laziest solution. Also, going ranged is punishing in itself as you lose more group buffs the further you are away. Not to mention that you can technically do fractals (and raids) with whatever build you want and it’d work out

Balance Changes Upcoming

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

Good. The profession has been an OP monstrosity since launch and when merely balancing it to be on par is consider “RIP” then the balance team is doing something right finally.

lol sounds like your just salty. OP in pve? your kittening kidding.

You can try to dismiss it as salty, but since my ideas pretty much defined how Elite Specs work, most people who know my post history, including the balance team, know my interest is as a designer and my concern will always be for the health of the game over the sniveling of people who think their kitten is getting snipped.

Revenant was at launch and still is grossly over the baseline, and will still be attractive if not out right overpowered after these changes. GOOD Revenants will stay with it and continue to shine, and flavor-of-the-month reactionaries will jump ship like the rats they are. These are good things and to be welcomed.

Thanks for the laugh. If you honestly think that your ideas shaped elite specs, then go on saying things such as that druids are taken for their heals and not their buffs in raids & fractals, then… well. It just so happened that druids were capable of doing both the healing and bringing the buffs at the same time, which will still be the case after the patch; depending on how hard the nerfs hit however it might kill off berserker/viper druids or at the very least diminish the amount of players who can pull it off. Oh and Rangers are actually pretty much at the bottom of the DPS list, to whoever mentioned that.

Now, would you please go on and elaborate on why exactly revenant is OP in PvE when the only thing that made them desired was the 50% boon duration buff?

Making tiers in Raids like fractals?

in Fractals, Dungeons & Raids

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

Raid team is not fractal/LS team. And resource-wise 40% of players able to play 1 raid is much better than 10% of players playing 3 raids, though making more difficulties for one raid will certainly take MUCH less resources than making 2 more new raids.

Are you a dev hidding among us, to know exactly what can be easily done and what can’t ?

The devs have stated multiple times that creating multiple raid variants is a HUGE effort, not only due to simply tweaking the encounters but also making sure the difficulties are just in the right spot, then making sure there’s no bugs popping up…
Heck, even if you aren’t a dev you can figure that out by using common sense

[Suggestion] Raid modes

in Fractals, Dungeons & Raids

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

All what they were trying to say is:
Raids are the most difficult PvE content in GW2. Nothing is harder than raids but in the end they are not very hard. Especially not after being available since several months to a year. That’s all.
Or do you know any PvE content that is harder than raids? Because I don’t. They are the most difficult PvE thing in this game but it’s not a difficulty you can’t overcome easily nowadays.

Yes, because by now there’s tons of guides and pelnty of people who know what to do.
I’m not gonna say that raids in this game are brutally difficult from the get-go because they definitely are not, but if you don’t have them on farm they do pose a nice challenge for a squad, even more so one that is not experienced with the raid. In the case of dungeons or fractals you’d scrape by for the most part, even when not knowing the content.

What are your stats for the season ?

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

dungeon fighter online

Wew what the kitten someone else here knows and plays that game lol

[Suggestion] Raid modes

in Fractals, Dungeons & Raids

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

Oh hey look it’s this thread again
Pretty sure there’s one on the first or second page right now

No, bad idea, eats too many resources, they’re working on making t4 fractals the stepping stone to raids etc. etc. etc. we had all this
I’d be cool with the option to open a cleared raid where no achievement progress can be gained though (so that people can explore and read the stuff lying around) so that you don’t have to find someone who’s cleared

Necro QoL changes

in Necromancer

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

As someone who plays power builds, I have to disagree with your view on the corruptions. 10% of your HP is going to be ~2300 damage, which is negligible. The self-inflicted condition is a handicap, and makes our one worthwhile condition cleanse actually debuff us so that we take 5% more damage.

Wintermute – there ought to be more to PvE necro than one condition build.

Edit: Fixed numerical typos.

You know what 10% damage also means? Scholar rune bonus gone. So that means you lose 10% damage.

Of course, you wouldn’t currently run corruptions on a power necro anyway since they don’t bring anything (besides maybe CPC and BiP if you really, really need it for whatever reason but you shouldn’t) but if they were actually useful in power builds, that would be a huge drawback for PvE.

Necro lack of survivability is unacceptable

in PvP

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

I think their survivablity is fine. I’ve had trouble dropping them on my guardian.

I do love landing a moa on a necro in shroud (with my mesmer) with 10% hp left though. It feels so fun to totally ruin their day.

abusing exploits like this is complete bs btw.

Forcing necros out of shroud with moa is not an exploit.

using moa to completely drain shroud and kill all their minions IS a exploit.

Care to explain how an intended, consistent mechanic qualifies as an exploit? It works like this for all transforms.

i refuse to believing killing all your minions is intended. until a dev actually says so.

It works like this for all classes, pretty sure they also stated it’s intended.

engi turrets/gyro stay.

Right, though I’d argue turrets are simply objects placed in the world and as for gyros idk.

Necro lack of survivability is unacceptable

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

I think their survivablity is fine. I’ve had trouble dropping them on my guardian.

I do love landing a moa on a necro in shroud (with my mesmer) with 10% hp left though. It feels so fun to totally ruin their day.

abusing exploits like this is complete bs btw.

Forcing necros out of shroud with moa is not an exploit.

using moa to completely drain shroud and kill all their minions IS a exploit.

Care to explain how an intended, consistent mechanic qualifies as an exploit? It works like this for all transforms.

i refuse to believing killing all your minions is intended. until a dev actually says so.

It works like this for all classes, pretty sure they also stated it’s intended.

What are your stats for the season ?

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

5 played 3 won

Between the horrible queue times, class stacking and whatnot I really couldn’t be bothered to even attempt climbing this time and instead just opted to get my free stuff from hitting sapphire right away pretty much lol

A Solution to Zaithan battle

in Fractals, Dungeons & Raids

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

The battle against Zaithan is…. meh. It is fun, but not epic.

Everytime we talk about this topic, we can see a sentences:

We have never seen the body of Zhaitan…

So, why not make a new fractal with this battle?

The Last battle against Zhaitan.

One more fractal, end with this hole in the story, and giving the player that epic battle we want.

He was shot down tho.
You know, Zhaitan being dead is the reason Mordremoth was able to create Mordrem from the dead and Primordus having his death-touched destroyers.

Premades vs Pugs!?

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

This is why Ranked/Leagues should be 5 man premade only (encouraging a lively PUG scene, as well as helping to bridge the immense gap between actual teams and everyone else), and there should be a soloqueue (literally, SOLO) with some rewards that are a step up above Unranked, but below Ranked in terms of prestige and rewards.

But obviously this can’t happen, because too much of the PvP playerbase feels entitled to play a team game all by themselves, and play team content in an MMO without having to group up.

I don’t think that would be a good idea. While it is obviously a team game, sometimes I just want to jump into ranked and do with whatever teammates I get. This doesn’t mean there’s not going to be any communication/teamwork.
Forcing ranked to be 5man premade only would turn away even more players of the already extremely small (ranked) pvp playerbase, which is also the reason they removed SoloQ in the first place. They can’t afford splitting gamemodes further than this or even think about adding restrictions such as one per class in each team because the queue times would be even more horrendous than they already are.

Marauder vs zerk? How big is the dps loss

in Fractals, Dungeons & Raids

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

I’d still recommend going without marauders, even if this means you’re getting downed more often. The bonus vitality isn’t going to save you if you happen to miss the dodge on any actually dangerous attack and of course it forces you to get your dodges and positioning down faster, which is a plus too.

Necro lack of survivability is unacceptable

in PvP

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

I think their survivablity is fine. I’ve had trouble dropping them on my guardian.

I do love landing a moa on a necro in shroud (with my mesmer) with 10% hp left though. It feels so fun to totally ruin their day.

abusing exploits like this is complete bs btw.

Forcing necros out of shroud with moa is not an exploit.

using moa to completely drain shroud and kill all their minions IS a exploit.

Uh no, it’s intended. Also your shroud isn’t drained, you’re forced out of it.
Just because it’s a really dumb decision doesn’t make it an exploit.

Dungeon Recipes

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

Hell no man, the only reason I still do dungeons is to get them all. If you can buy them, like with the fractal tonic, it just removes another reason why i still play the game.

How would this possibly discourage you from playing dungeons?

He’s farming dungeons to collect all recipes.
If he can buy them from the vendor, his incentive to farm them by running dungeons is gone.
Pretty simple tbh. One could argue he could just ignore it and keep farming, but yeah.

Then he is going to stop running dungeons as soon as he has his recipes anyway. End result is the same.

Yes, but if he has to run dungeons daily for them, it won’t happen as fast.