Quitting and restarting the game, it seems to load quite fast. Whether that’s just because the game in general is cached in ram, or if the shader cache actually do anything for performance I can’t tell. After a full restart I would be able to better judge that. Not sure how much a shader cache of 4096 kb really matters for this game…
I had to force it on for the Guild Wars 2 profile before it would build the cache (the automatic setting did nothing).
Now jumping into the game to see if there’s any improvements in general performance and/or loading times.
I’m mostly intersted in the shader cache feature. Will try the driver out soon.
@anduriell
The problem is that even if mobile – they’d still be unreliable because of CC and damage. Having them move around doesn’t solve a single problem.
I kept repeating the idea that Spirits should have their Actives and Spawns swapped.
~ You call out a spirit to perform an ability and keep providing passive benefits for 25 seconds (30 sec CD).Give this a thought and you’ll realize how many problems it would solve. And I haven’t touched a single idea of mobility but solved the problem you tried to solve with mobility.
+1 for this idea
Mmm.. nope, not a good idea.
Make the healing from this spirit to actually scale with healing would be a good idea though.
Right now the coefficients are really low.
Yes please.
I would think it was because of pets, but indeed most autoattacks (#1 skills) seems to hit up to 3 targets. Some exceptions:
Guardian staff, Revenant hammer, Warrior greatsword and hammer, to name a few.
Warrior gs is 3.
Ah yes, my mistake. Same with hammer. I mixed the skills up with the burst skills.
I would think it was because of pets, but indeed most autoattacks (#1 skills) seems to hit up to 3 targets. Some exceptions:
Guardian staff, Revenant hammer, Warrior greatsword and hammer, to name a few.
(edited by OGDeadHead.8326)
yep in reddit they aresaying the boons now prioritize the players before the npc.
So now would be nice if they bring back the choice to make them mobile.I believe they are powerful enough to stay immobile.
I’d just want to make them so they aren’t interrupted 80% of the time and their actives go off all the time. There’s way too much counter-play to them already.
How much use do ppl really see when it comes to active effect of spirits? Truth please!
Guys, we don’t have to put down the hate on the ones that claim that tempest is more capable in most every aspect than druid. Most of us know the design of druid is more or less flawed in many ways. It’s supposed to be the #1 healing spec by far, but lots of different things together add up in the end, meaning there may be other professions that do this better.
We don’t need to defend this class, we need Anet to deliver what they set out to do. They are only halfway there, imho.
Well, we can always count on a bunch of nerfs during this period, thats got to count for something i guess.
Oh nice. But we don’t really care. We want our skills effect back. NOW.
No, “we” don’t.
you… cant actually like these changes, can you? besides, im pretty sure the majority of people would like their spell effects back. just saying. (:
even many of the people who believed the effects needed a toning down agree that this is far too much. i mean you cant even see certain moves. :|dont be a rebel! CONFORM! CONFORM!! :P
Actually, I would like for all to have the option to tune this anyway they see fit. Why this isn’t implemented yet after all these years is a mystery to me, since there’s always been complaints about the mess of graphic effects during certain scenarios.
Then it would be up to everyone to pick a setting that fits their needs. Anet, make it happen.
Oh nice. But we don’t really care. We want our skills effect back. NOW.
No, “we” don’t.
Fist thing they must listen is : Stop trying to make this game become an E-Sport like MOBA.
But they want that soooo bad…
Apparently solar beam was way OP, and everyone was crying to nerf it. Oh wait…
this one is fun: before solar beam always hit one target + 2 more targets or healed 3 allies.
now if you heal 3 allies you hit nothing. the staff doesn’t do any damage.
would be better to just have a line like staff 4 so at least we could heal without any target selected?
Well that’s great. Just kittening great. But go on Anet, keep them nerfs coming. Oh how you must really loathe this class.
I agree, what the kitten was the point of this??
So, basically, they slapped a 12s ICD on a trait because they couldn’t be bothered to program it so it would proc a bit after to prevent exploits. Awesome.
Why fix what you can just lazily nerf?
This.
They can’t fix the core issue, so taking the easy way out is the way to do it @ Anet.
A whole elite spec with no personal use whatsoever except for one cc/damage ability? Ok, sounds tempting…
So, it’s ok for other classes to get the benefits themselves from their elite spec, but not for rangers?
I agree with the damage request. If not, add debuffs to every CAF ability. Fix CAF #1 and #2.
<snip>
So basically what you’re saying is that tempest outheals, outbuffs and outdps druid, all in one build? In short, it’s better in every way.
Pretty kitten amazing balance if that’s true, which I wouldn’t be a tiny bit surprised if it actually is, it’s Anet we’re dealing with after all.
Just a friendly reminder to the devs – just because this thread gets buried deep down in the forums, doesn’t mean the problems/bugs have vanished!
As Kodama said, it won’t be a nerf but a fix since its vitality has been messed up since BWE3. Bristleback damage was also nerfed before, but it took place before BWE3 went live, since its auto attack was shown to hit twice during the reveal at TwitchCon.
They can nerf it all they want BUT please fix the targetting!
Nah, things like that, that works to our disadvantage aren’t a priority. But I guess they will go ahead and nerf damage even more.
If I had to pick just one pet, and had to stick with it throughout the rest of the game, I’d pick either the smokescale or the bristleback. I play all kinds of content, and very often I’m not grouped with others.
If I were always in a group, I would most likely pick one of the felines.
I often use CA just for #3, followed by #5 for damage and cc (and possibly glyph to pull mobs in).
How do I check to know my GPU is running GW64 and not my CPU? Dont know why my it feels like my CPU is chugging lately. i7 4790k and gtx980.
Memory leak has been a big issue, but due to it I reboot fairly often. I can leak 15.9gig (of 16gig total) in 1-3 days. Sometimes I’ll have issues around 9/16gig but I’ve heard leaked memory doesn’t always show on Task Manager>Performance.
What’s leaking memory, GW2? Never heard of it leaking memory like what you describe.
I’d like to be able to summon them to me to use their active in pbaoe range.
Fix:
Spirits prioritize players first, that’s it.
Anything more than that, like applying their buffs to more ‘entities’ would be welcome, but isn’t a fix to the core issue.
Smokescale. It gives you most options, has the most combined skills of all the pets, and teleports to the target with near-inescapable damage.
All big wins in my book.
As wrong as I could think of.
There’s nothing wrong in that statement, since (s)he didn’t say that the smokescale was the best pet in every aspect of the game.
Smokescale. It gives you most options, has the most combined skills of all the pets, and teleports to the target with near-inescapable damage.
All big wins in my book.
I agree.
Also, the Bristleback for quickness swap F2 in melee range, the burst is great. Fastest pet to take down structures imho.
And since this is nothing that benefits the ranger, its not a priority to fix.
With the current AF system we have, it should generate AF which it currently doesn’t?
Other than that, it’s our best support elite.
Please, just to rule things out, try a stresstest of your ram with memtest86.
The 980 is great, but be aware that lots of ppl have had issues with the 980 series, that may need a bios upgrade of your motherboard.
I agree, remorseless is best for burst damage, initial damage in pvp if you will. Not that great in pve where you would rather look for a consistent damage increase.
Just allow rangers to tame warriors as pet.
But that would be a ranger nerf
I wanted to work as a pet for my fellow Ranger but …………
Gratz, you just won the title “necro of the year”.
If 50% of your attacks are opening strikes then Remorseless is basically a permanent 12.5% damage increase.
You can’t do the math like that, since triggering remorseless triggers opening strike, opening strike is a guaranteed crit and grants 5 vulnerability (and another 5 vulnerability from your pet + the pets attack crits).
You just counted the damage increase of the remorseless trait itself.
With a steady source of pulsing fury, remorseless should be the trait of choice, depending on weapon. If you can time it with attacks like maul, you’d be putting out some nice numbers.
I have a feeling you dont get as many as you used to, same with nightmare keys. Can anyone confirm?
<stuff>
No, not a solution at all.
If Irenio really wants to fix things and make Druid a TEAM HEALER then he needs to…
-Make staff better at range and backline healing.
-Make CA a stance and adjust stuff to make it happen to make it the frontline healing.
-Get rid of the ranged component to CA heals and make them point blank aoe skills with better radius because it only hits 5 players anyway and you have all sorts of pets in the mix too.
-Do something like… While in CA form incoming heals are 25% less effective and outgoing heals are 25% more effective so the focus shifts from self healing to TEAM HEALING.
I kind of like these suggestions. A few remarks though:
- I’d like to keep Lunar Impact as it is. As for #1 and #2, please, go ahead and change them
- 25% less self-healing ok, with the exception of our own actual heal skill please
Oh, and we need visible health bars please!
I like the general idea, and I’m pretty sure that in time, the pendulum will swing in favor of more damage and less healing power. It always does, lol!
Personally I go with celestial though!
The druid itself also doesn’t deal 0 DPS no matter how kittenty cleric/magi staff DPS is. You also have your pet too which is unaffected by your gear DPS. Now, in scenario where it barely breaks even: what do you lose from it? You’d do the same DPS anyways but you get the QoL from having a druid constantly healing people. People would maintain higher uptime on their scholar and have to worry about their health less allowing to play more aggressively and put out more dps safely.
It was more in response to Renn (see above) that said that “the buffs to increase damage that the Druid can put out the team, surpasses the Druids possible DPS – BY FAR.” – I’m not sure I agree with that?
Allow crossfire to shoot 3 arrows per second instead of almost 2, and I would start using the weapon again. Oh, and give back 1200 range please.
(Skill #3 should grant superspeed instead of swiftness.)
Keeping the team alive is more important than how much DPS the Druid can put out by itself.
Would you rather the team DPS effectively or worry about their health bar getting low and popping their own heals?Also the buffs to increase damage that the Druid can put out the team, surpasses the Druids possible DPS – BY FAR.
Please correct me if I think about this the wrong way:
- 5 players deals 1000 dps each (including the druid), a total of 5000 dps
- A druid can boost damage by 25% if they bring GoL, glyph and Frost Spirit (although not 100% of the time). Not counting spotter since that depend on the personal crit rate of the other players
- So if druid goes into “healing mode”, and thereby boosts the others to deal 25% more damage each, while dealing 0 dps himself (not counting pet), you have:
- 4 players dealing 1250 dps, 1 player dealing 0 dps, a total of 5000 dps
As I said, please correct me if I think about this the wrong way.
I’d like to hear your opinions on going into a raid as a dps ranger, be it power or condi, and pick druid traitline over <that-other-traitline>, primarily to help boost your groups damage through grace of the land (CA #3 & #4 first of all) and glyph of empowerment and secondarily as a support healer, do you think you would sacrifice too much by not picking that other traitline you’d normally choose over druid? Also you get another blast finsiher that you may not normally have access to as a dps ranger (CA #3).
Builds that try to be a DPS ranger that off heal and rarely use staff are not utilizing the druid properly IMO.
If you have others dedicated to the healing role, I see no issues with a dps ranger that also brings support through grace of the land and support healing. You pop into CA, use mainly #4 (and possibly #3 and #5), leave and continue to dps.
this isnt going to change back
Ah, you’re working at Anet I guess?
I suggested a 5% AF gain per attack and heal …
When I first saw Druid AF mechanics, I suggested that AF be tied more towards attack than healing so that weapons besides staff could be used. After thinking about it some more though, I realized my idea was flawed for one simple reason; you can never balance it.
Everyone’s perception of AF generation will be different depending on the weapons/abilities/runes/sigils/traits used in addition to the type of encounter they are in (WvW, PVE, PVP). AF generation will vary from one individual to the next and even within the same individual from one moment to the next. Its the reason I laughed out loud when Irenio commented that he was watching gameplay to determine if AF generation is undertuned/overtuned. What is he going to do? Look at everyone’s AF generation in every imaginable scenario to determine if AF generation is satisfactory? And even then, would you even be sure as a designer that you are on the same page as your audience so far as the perception of AF generation is concerned?
I also realized that there was no point trying to normalize each weapon/ability for AF generation if your goal was to have the average fall to a certain median; just set AF generation to that median and be done with it. This way everyones experience is the same (and quantifiable) and you don’t waste your time futilely trying to balance AF generation for every single weapon/ability/trait/sigil and for every type of encounter/game mode. This is NEVER going to happen.
Also, as a healer, you are often in situations where you are doing things that are important (dodging, moving out of aoes, cleansing, etc) but you will get punished for doing these things because AF generation is tied strictly to attack/heal only.
The above reasons were enough for me to realize that the current DPS/heal to gain AF design model was flawed inherently and will never work. (Yes, some people will still use it and happily do so but to me, the design is too amateurish/poorly thought out.)
Anet wants to capture eSports with design decisions like this? You haven’t demonstrated you can walk, yet you want to compete against companies that are lapping you in the PVP department? (Blade and Soul says hi.)
A big +1 – best post so far commenting on balancing AF and druid in general. Everyone wants to implement their balance so it would fit there needs and playstyle, that’s inevitable. People that wants to play the healer want better scaling of healing power and lower base heal to punish zerker druids, others that are ok playing with staff feels it’s ok for them to get more AF than the guy next door that wants to use longbow and so on.
Imho, CA should be readily available. Either a flat cooldown of 10 seconds/15 seconds active (two traits needs to be balanced accordingly) and/or have CA skills cost energy, energy that regens over time.
Current system will be impossible to balance; for some playstyles/encounters AF will not be an issue whatsoever, for others it will feel almost impossible to be able to enter CA.
I don’t expect anything done now while ESL is running, so get used to running with the current implementation until ESL ends in february next year. E-sports you know…
DPS ranger with CA as backup, can’t see why that shouldn’t work, in addition to the “traditional” healing druid.