It’s not a “totally different game.” It’s a squeal to a game made by the same company with the same ideas of how a game should work. Therefore, it stands to reason that they would want to encourage the sort of diversity that came with the original. If you look at how new traits are acquire, it already resembles the skill hunting that you found in gw1. If they add savable builds, they should do it in the same manor.
Actually, they would be for the opposite. In various interviews, the devs have said that one of the problems with GW1 was the diversity.
Paying addition money to open up experimentation is what would be unreasonable. And if they did restrict it like that, I can 100% guarantee that it will be fought about up and down the forums until everyone’s fingers are blue.
Well then don’t implement templates in the first place. That’s another perfectly valid solution.
For a Warrior, I would rather go with Rune of Hoelbrak.
If you happen to be running a condi build, you really cannot top Rune of Antitoxin.
(edited by Olba.5376)
If only thieves could apply Blind and, if only Guild Wars 2 has evasion system they won’t die consistently – oh yeah maybe Stealth too.
Sure, on 30/40/60 second CD’s, , and maybe two evasions every 20 seconds, and a stealth/blind for 6 initiative.
Shadow Shot is 4 initiative.
Withdraw is an evade with 15s cooldown.
Endurance regenerates at a speed that allows 1 dodge every 10 seconds.
Considering that the reward chests in large dynamic events like Tequatl resulted in people complaining about how crappy they were, I don’t think it would work that well.
And I don’t really see how you could balance it out. On one hand, you would need the rewards to be good (because nowadays people don’t do anything unless they get kittening rewards for it), on the other you cannot make them be too good or you’ll end up with guilds being just about a requirement to play, which is bad.
A few weapons have #1 skills that are too strong. Warrior Longsword
So… do you mean Greatsword, Longbow or Sword? Because let me tell you, none of them have that good of an autoattack. It’s well-known that if your target stays in range (such as in all of PvE), axe has the best autoattack out of all warrior weapons. And GS has one of the worst, especially considering the other skills on that weapon.
- Elementalist (Staff and Scepter) require attunement dancing to be at all effective when it should just be a feature adding versatility in utility.
- Thief (P/P) requires dumping all of your Initiative into Unload constantly to maintain reasonable DPS, which breaks the whole set by forcing you to sacrifice too much damage to get any utility and too much utility to get any damage.
- Elementalist should be like that on all weapons. After all, you’re given twice the skills of everyone else (in combat).
- That has more to do with the rest of the P/P set skills not being fit for a physical attacker.
Spoiler: Combat should never, ever, be about using your #1 skill over the rest. So rather than looking at nerfing the powerful #1 skills, look at bringing up the #2-#5 to match. In most cases where you have a “weak” #1 skill, it originates from something other than the skill in question. Unload on Thief wouldn’t be an issue if Thieves had cooldowns like other classes. Not that it would be a good solution.
No it doesn’t. Every weapon in the game that feels weak is weak because of their #1 skill being poorly balanced. The entire problem with Thief P/P is Vital Shot. It’s too weak to carry decent sustained DPS, so you are forced to try to compensate by spamming Unload. This breaks the entire set.
The #1 skill is the primary determinant of sustained DPS. weapons with very weak auto-attacks will always feel weak and clumsy in general game-play. It’s the main problem afflicting several weapons and several professions.
And yet there are weapons which are meta and have crap #1, like Warrior Greatsword.
Warrior Greatsword #1 is not crap.
Greatsword autoattack:
- Is slower than Axe or Sword and equal with Hammer. Rifle, Mace and Longbow are slower.
- Has coefficients of 0.7/0.7/0.9, making it worse than Hammer (0.9/0.9/1.2), Mace (0.8/0.8/1.6), Axe (0.7/1.4/2.9)
Also, the meta rotation for GS/Axe+Mace only has room for one GS autoattack.
It’s not equal to Hammer in speed. Hammer is slower. Moreover, you are describing a relatively insignificant difference. I’m talking about 800 dps vs 80.
Hammer is only slightly slower due to the time it takes to restart the chain. And looking at the coefficients, Hammer’s got 30% more going for it. The only reason Hammer comes out short in practice is because GS has more functional damage increasing traits. But that has nothing to do with the autoattacks themselves.
Hell, Mace has 40% more damage than GS and Mace is notorious for having a kittenty autoattack chain.
If you spend time autoattacking on a GS, you’re doing it wrong.
Well considering that the build in the screenshot looks to be running 20/0/20/0/30, I think that your starting point is a bit off.
A few weapons have #1 skills that are too strong. Warrior Longsword
So… do you mean Greatsword, Longbow or Sword? Because let me tell you, none of them have that good of an autoattack. It’s well-known that if your target stays in range (such as in all of PvE), axe has the best autoattack out of all warrior weapons. And GS has one of the worst, especially considering the other skills on that weapon.
- Elementalist (Staff and Scepter) require attunement dancing to be at all effective when it should just be a feature adding versatility in utility.
- Thief (P/P) requires dumping all of your Initiative into Unload constantly to maintain reasonable DPS, which breaks the whole set by forcing you to sacrifice too much damage to get any utility and too much utility to get any damage.
- Elementalist should be like that on all weapons. After all, you’re given twice the skills of everyone else (in combat).
- That has more to do with the rest of the P/P set skills not being fit for a physical attacker.
Spoiler: Combat should never, ever, be about using your #1 skill over the rest. So rather than looking at nerfing the powerful #1 skills, look at bringing up the #2-#5 to match. In most cases where you have a “weak” #1 skill, it originates from something other than the skill in question. Unload on Thief wouldn’t be an issue if Thieves had cooldowns like other classes. Not that it would be a good solution.
No it doesn’t. Every weapon in the game that feels weak is weak because of their #1 skill being poorly balanced. The entire problem with Thief P/P is Vital Shot. It’s too weak to carry decent sustained DPS, so you are forced to try to compensate by spamming Unload. This breaks the entire set.
The #1 skill is the primary determinant of sustained DPS. weapons with very weak auto-attacks will always feel weak and clumsy in general game-play. It’s the main problem afflicting several weapons and several professions.
And yet there are weapons which are meta and have crap #1, like Warrior Greatsword.
Warrior Greatsword #1 is not crap.
Greatsword autoattack:
- Is slower than Axe or Sword and equal with Hammer. Rifle, Mace and Longbow are slower.
- Has coefficients of 0.7/0.7/0.9, making it worse than Hammer (0.9/0.9/1.2), Mace (0.8/0.8/1.6), Axe (0.7/1.4/2.9)
Also, the meta rotation for GS/Axe+Mace only has room for one GS autoattack.
A few weapons have #1 skills that are too strong. Warrior Longsword
So… do you mean Greatsword, Longbow or Sword? Because let me tell you, none of them have that good of an autoattack. It’s well-known that if your target stays in range (such as in all of PvE), axe has the best autoattack out of all warrior weapons. And GS has one of the worst, especially considering the other skills on that weapon.
- Elementalist (Staff and Scepter) require attunement dancing to be at all effective when it should just be a feature adding versatility in utility.
- Thief (P/P) requires dumping all of your Initiative into Unload constantly to maintain reasonable DPS, which breaks the whole set by forcing you to sacrifice too much damage to get any utility and too much utility to get any damage.
- Elementalist should be like that on all weapons. After all, you’re given twice the skills of everyone else (in combat).
- That has more to do with the rest of the P/P set skills not being fit for a physical attacker.
Spoiler: Combat should never, ever, be about using your #1 skill over the rest. So rather than looking at nerfing the powerful #1 skills, look at bringing up the #2-#5 to match. In most cases where you have a “weak” #1 skill, it originates from something other than the skill in question. Unload on Thief wouldn’t be an issue if Thieves had cooldowns like other classes. Not that it would be a good solution.
No it doesn’t. Every weapon in the game that feels weak is weak because of their #1 skill being poorly balanced. The entire problem with Thief P/P is Vital Shot. It’s too weak to carry decent sustained DPS, so you are forced to try to compensate by spamming Unload. This breaks the entire set.
The #1 skill is the primary determinant of sustained DPS. weapons with very weak auto-attacks will always feel weak and clumsy in general game-play. It’s the main problem afflicting several weapons and several professions.
And yet there are weapons which are meta and have crap #1, like Warrior Greatsword.
Also the best DPS weapon in PvE, axe, is considered crap in PvP because of the autoattack.
(edited by Olba.5376)
Range attacks would be unappealing if all of them had a range penalty for being used in melee range. That’s not the case.
Having plenty of gap closers means that you’re never forced to using a ranged weapon. If there were no gap closers, a ranged attacker could just kite any melee player forever, resulting in everyone carrying a ranged weapon in some form at all times. And since skills are tied to weapons, that would mean that everyone would be fighting with a very limited subset of skills, creating boring and repetitive combat.
(edited by Olba.5376)
The screenshot in the OP is fairly hilarious:
- He actually gets hit by Rush, which is notorious for being buggy as hell, not to mention very telegraphed
- At the end, he takes almost three full rotations of the hammer autoattack. That’s a good 4+ seconds of just taking hits to the face without doing a thing
- In all of this, the OP only got 3 hits in
That definitely looks like a l2p to me rather than a warrior being OP.
I thought it was obvious that a glass ele with 12k life would be doing nothing during those hammer attacks because he was in downed state. Only took 1 8k earthshaker and 1 4k hammer swing.
Highest Earthshaker in the screenshot: 3,214
Highest Hammer Swing in the screenshot: 2,893
All I see in that screenshot is someone getting hit with Rush followed by Earthshaker, which is quite ridiculous as that’s two extremely telegraphed moves in a row.
Also even without the stun, that is a ton of damage for a weapon that was “nerfed”. The point of the post was to show a defensively built warrior was doing more damage with a support weapon than the “elite” of the elementalist.
Tell me, how did you arrive at the conclusion that this warrior was a “regen warrior”? Pretty much all warriors run with Healing Signet and 20 points into Defense, giving everyone a hefty amount of regen to start with.
Also, you have to realize that Warriors have a much, much higher base HP than an elementalist. This results in a lot of warriors running around with Cavalier stuff, which isn’t even close to being “defensive”.
A few weapons have #1 skills that are too strong. Warrior Longsword
So… do you mean Greatsword, Longbow or Sword? Because let me tell you, none of them have that good of an autoattack. It’s well-known that if your target stays in range (such as in all of PvE), axe has the best autoattack out of all warrior weapons. And GS has one of the worst, especially considering the other skills on that weapon.
- Elementalist (Staff and Scepter) require attunement dancing to be at all effective when it should just be a feature adding versatility in utility.
- Thief (P/P) requires dumping all of your Initiative into Unload constantly to maintain reasonable DPS, which breaks the whole set by forcing you to sacrifice too much damage to get any utility and too much utility to get any damage.[/quote]
- Elementalist should be like that on all weapons. After all, you’re given twice the skills of everyone else (in combat).
- That has more to do with the rest of the P/P set skills not being fit for a physical attacker.
Spoiler: Combat should never, ever, be about using your #1 skill over the rest. So rather than looking at nerfing the powerful #1 skills, look at bringing up the #2-#5 to match. In most cases where you have a “weak” #1 skill, it originates from something other than the skill in question. Unload on Thief wouldn’t be an issue if Thieves had cooldowns like other classes. Not that it would be a good solution.
To:
Black Powder make “Revealed debuf” when he is used in stealth => no more perma stealth with d/p weapon set. This change make Thief wisible on 1+sec.In this time Thief use BP+HS->BP+HS etc.
After change Thief use BP+HS now he must wait before it expires stealth duration -> now Thief is visible 1sec+ -> BP+HS.
That would be worse than Last Refuge.
And besides, what exactly is the problem with “permastealth”?
The screenshot in the OP is fairly hilarious:
- He actually gets hit by Rush, which is notorious for being buggy as hell, not to mention very telegraphed
- At the end, he takes almost three full rotations of the hammer autoattack. That’s a good 4+ seconds of just taking hits to the face without doing a thing
- In all of this, the OP only got 3 hits in
That definitely looks like a l2p to me rather than a warrior being OP.
I am against this simply because the +damage% against a specific enemy sigils are and should always be about choice. Same for Sigil of Night. You should never be able to get the full benefit of them without some kind of sacrifice.
And by the way, the only people using a single weapon would be rifle Engis and Staff Eles. Everyone else has 2-4 due to dual wielding and/or weapon swapping. Surely you don’t think that people run around with 16/24/32 Ascended weapons to cover all the sigils.
And I don’t really see this “disadvantage” that you think exists. Yes, Legendaries cost a lot more than an Ascended weapon. But it is also far, far cheaper to replace a sigil than it is to buy even a second Ascended weapon.
And besides, Sigil of Force exists as the medium choice. It’s not as good as Sigil of Bloodlust with a full stack nor is it as potent as a Sigil of Night during nighttime, but it is far more consistent on its application. Unless the environment in which your character exists isn’t a changing one, such as doing a specific dungeon over and over again.
(edited by Olba.5376)
1) How do you personally define “cheese” or what are the characteristics of a build that make it “cheese”?
2) How do you feel about people using these so called “cheese builds” while roaming?
3) How do you usually deal with encountering these “cheese builds”?
4) Which builds do you consider to be the most “cheese” in roaming/WvW/dueling?
5) Do you believe “cheese” is the product of game mechanics and/or class imbalances?
6) Any other comments, suggestions, changes you would make?I will give my answer if this topic generates enough conversation.
- Cheese is something that is made from milk.
- Well, it depends on the variety of cheese. I personally cannot stand the smell of blue cheese. But in general, I like cheese, it’s an essential ingredient in many food items, such as pizza or risotto. Therefore, I cannot say that I dislike people who like cheese. In fact, someone I know used to work closely with cheese at a supermarket. But liking cheese doesn’t really net any bonus points from me either.
- Well, the most common way of cheese for me is with bread. What comes with it depends on the variety of cheese, the contents of my fridge and my most recent sandwiches. Sometimes I like to just shred a small amount of cheese into a bowl and eat that as a snack.
- Well, blue cheese is the easiest to notice due to the smell. However, I think that mozzarella is definitely the… cheesiest cheese I have encountered.
- I believe cheese is the product of someone discovering a delicious, alternative way of using milk.
- Cheese ftw!
(edited by Olba.5376)
HEAR HEAR
My solution for RNG:
->The more times you try to get an item through luck, the higher the chance goes each time.How would this work?
- If you decide to open ‘Black lion chest’, give a list of possible drops and select the one you would like to accumulate chance for.
Example of the weapon claim ticket:
- Say, the chance for a weapon claim ticket is 3% per chest. If you don’t get in the first chest, the next chest gives you 3%1.5 (4.5%) chance to get the claim ticket.
- Still don’t get it from the 2nd chest? Accumulate chance again: (3%1.5)*1.5 chance (6.8% chance) to get it on next chest and so on ~10%, 15%, 22%, 34%, 51%, 76%.
- Once you cross 100% (since each try accumulates 1,5 times more chance that will happen at the 11th try) and did not get the item yet, you will get the ticket guaranteed the next time, so you don’t have to try hundreds and hundreds of times.The same should apply for mystic forge.
If precursor drop rate from forge is 0,001% if using rares, accumulate chance for each try aswell. 1.5 still seems a good number for this. You’ll not get the item guaranteed unless you spend at least a decent amount of money on it, but at least you won’t have to farm 5 months for a single precursor.
The thing is, any system like this would have two ways to work.
In the case of the claim tickets, they could easily make it guarantee 1 whatever for every 10 chests bought, but that would have to come with a much, much higher price per chest. If you really think that they would implement a system where you’re guaranteed to get the skins within a few tries at current prices, you’re dreaming. Big time. And of course, there are many things that people want out of a black lion chest. Should all of them get their own counters?
As for the Mystic Forge, it would have to come with a counter that has an absurdly high number. Such as the often-quoted 10,000. And considering how the Mystic Forge works, there would be a lot of weird stuff with it. If you forge any 4 rares, you could get a completely random precursor. On the other hand, if you forge 4 things of the same type, you get an item of that type. So the questions are:
- Would each item type have their own counter? That is, would forging 4 greatswords count towards “greatsword precursor counter” or “precursor counter”?
- What about when you forge 4 different types and get a random type in return?
With the upcoming battle at Lion’s Arch, we’re going to need a true leader! Evon Gnashblade has proven to everyone that he’s the true hero of LA, and I predict he’ll be saving the city for a second time. Councilwoman Kiel on the other hand will probably just ask our hero characters to do all her work, allowing her to plot her next evil moves. That said, it’s time for #Team Gnashblade to take up arms.
Also, please be sure to stop by the Black Lion Trading Post to pick up some new hardware for yourself. Boxes of Chocolates and the new Harp are available now!
So are you asking for Gnashblade for RP reasons? Or because you think that will bring the Abaddon fractal?
Get Xpadder. its only $10 and lets you map any keys to any controller.. really easy to use, and if you dont know a good control scheme you can download other peoples control layout profiles for tons and tons of different games.
I know about that software. Thing is I don’t want to play on my PC. I enjoy it more when I play on a big TV and sitting relaxing on my sofa.
Reading all the comment people seam to despise the console and lock at them as some kind of evil, don’t get it.
Connect your PC to your TV with an HDMI cable and you’re all set.
Just like you might have a big setup for your TV in your living room, many people have equally (or more so, with a custom build PC) dedicated setups for their PCs. For example, I have spent the value of a PS4 on the peripherals for my PC. And my monitor and keyboard were cheap and my audio is barely there. In that sense, what you are asking is no different than the people with 5000$ PCs complaining that the game does not look like Crysis.
(edited by Olba.5376)
I have never used UTC as a reference point for anything in my life. The only difference between UTC and PST is that some people are more familiar with UTC, whereas PST is more of a US thing.
As others pointed out, using UTC over server time doesn’t really make much sense, assuming that your guild is all on the same server. Also, I have to say that I find it a bit hilarious that you talk about the clock of your operating system as a third party software, when from the perspective of your PC, Guild Wars 2 is the third party software. Not to mention that since the game does not define its own time, the fact that it uses time at all means it is referencing third party software, especially with the capability of using local time in-game.
- For example, in Star Wars there is always a marking of some sort clear as day on the map where you need to go next. I felt very lost at times when searching where to go.
- Also, I HATE the fact that I can’t see my name above my head!!! That’s one thing I’ve always liked. Being able to see how your name appears to others, seeing the Guild you represent (I’m still in need of a Guild btw – just throwing that out there), and seeing the Level that I’m at.
- Example: I bout that Flame Kiss thingy from the Gem Store but I have NO idea how to use it. As a matter of fact I still don’t. All I do know is that it’s a “skin” but that tells me nothing!!! How is a skin used? I Right Click and click “Use” and then click “Use Normally” (as the other option is for PvP) and then it says something about Transending (or whatever it’s called) and tells me to “Drag Item” although I CAN’T DRAG THE ITEM ANYWHERE!!!
- And whenever I CAN use the Skin, can I remove it from my Armor to put on different piece Armor!?!
- Walking everywhere is okay, but Mounts are so much faster.
- Why is there a locked symbol over my other 2 professions (or whatever those are called) so I can’t use them in combat?
- There are NPCs in the map that will point you to Renown hearts (the quests) in a map. Also, when you open a map, the Renown hearts are marked with heart signs. Skill Challenges have the Skill Point icon on the map as well. Oh and you open the map by pressing M.
- While you cannot see your name, you can still see your level and experience at the lower end of your screen.
- The skins work by being applied to a existing piece of armor. The window that opens up wants you to drag the respective type of armor (such as Chest) to it, which will then apply the skin (which is not an armor in itself) to the armor you chose.
- You can transfer armor skins to new armors, but those require Transmutation Stones (and at level 80, Transmutation Crystals), which you can either buy in the shop or get randomly in the game. Note that while you can transfer armor skins, you cannot use the skins of a different weight class (light armors cannot get a heavy or a medium skin, etc)
- The thing is, lore-wise mounts are made obsolete due to the Asura Gates and teleport points. There is a boon in the game called Swiftness, which will increase your movement speed by 33% and some classes have access to other passive speed boosts.
- You will unlock various things (elements for elementalists, additional slot skills (7-9), elite skill slot (0), traits) at various levels. You will need level 30 to have unlocked all of the things that you can unlock by leveling.
Honestly, I don’t think the animation should be faster. Pretty much all of the big hitters of a Warrior have the same thing going: you need to set them up with another skill or they’re crap. Eviscerate, Kill Shot, 100 Blades all have ridiculous damage but they’re hard to land.
What I don’t like about Final Thrust is the 15 second cooldown. Couple that with the damage being superior at <50% hp and it’s a bit of a weird dynamic. You pretty much have to get your enemy to use up their heal, then get them to <50% while their heal is on cooldown for Final Thrust to guarantee a kill. The cooldown could be a bit lower, since unlike it’s direct competitor, Eviscerate, it does not benefit from points into Discipline.
Since it’s a mobile, cleaving skill, I would think that a 10-12s cooldown would be fitting.
I don’t think we will get a race change, not now that we have achievement point rewards.
A completed Personal Story implies that you have completed a ton of race specific achievements and the Arah dungeon achievement. The problem here is that if you reset all of that, you would end up with a lot of people losing their Dungeon Master titles. That is a big, big issue. However, even that is not an irreversible thing.
What you cannot fix is the achievement point reward chests, as those contain consumables. Let’s say the race change removes all associated achievements. Well, you will also lose the points. The result? Well, some people will have their points go from above a certain cap to below it. The problem? The contents of the chests are gone, used up. You cannot take those away.
So to implement a race change, you would need to implement the following:
- Making achievement points removable (this functionality most likely does not exist currently)
- Making achievements removable (again, most likely does not exist)
- Making achievement chests one-time only
- Making a record of the highest amount of achievement points an account as achieved
- Doing something useful about Cultural armor. If you implement the removal of all associated achievements, you could naturally have the cultural armor swapped to the new race and reset the achievements. However, not all people will want the cultural armor of the new race, so that’s an issue. Also, there will be people who want to use cultural armor of other races, as was shown by the Flamekissed armor set.
That is a ton of extra work to add in a single feature to the game. And as you can see, a lot of the work would result in some very, very serious issues if anything does not work just as intended. That is a ton of work and a ton of risk for a single feature.
1. Keep on doing Living Story but make it permanent.
2. Make ascended gear stat-switchable
3. Expand PvP with GvG, random arenas, deathmatch ….If you do that GW2 will be king.
Peace!
- Not possible nor realistic. After all, Wintersday and Halloween were part of the Living Story and both altered Lion’s Arch. How would you implement both of them at the same time? And the Living Story is just that, LIVING. A lot of the stuff that has happened would not make any kind of sense as permanent additions to the game. A big complaint about MMORPGs in general is that the big bads get defeated and nothing changes. That is not exactly true for Living Story, which is good. And what would happen with Cutthroat Politics? An election that never concludes? Queen’s Jubilee, a neverending festival hosted by the Queen?
- That would have to come with bumping up the costs of Ascended gear to 2-3 times what it is right now. And I don’t think anyone would like that.
- They are already struggling with balancing 5v5 PvP. You really want them to try doing the same with GvG? As for Deathmatches, I would love to play DM, but I understand that observing a deathmatch is boring stuff.
(edited by Olba.5376)
I don’t know how you are counting, but from what I can see, there’s a total of 11 traits that work around adrenaline, not 3.
And from what I can see, the warrior is centered around adrenaline, with Greatsword being the only exception. With pretty much every other weapon, the burst skill is in a defining role.
My idea on how to make it include active play and conscious choice is:
The higher health you have the more healing signet passive heals for. As your health gets lower the passive gets weaker. But the active gets stronger.
So:
From 100-75% passive: 400hp per sec active: 3,275
From 75-50% passive is 200hp per sec, active: 6,250
From 50%-0% passive is 100hp per sec, active 9,800
That sound a bit weird, it would be hardly any different from Healing Surge. After all, your suggested Healing Signet basically falls into two scenarios.
- If your enemy cannot bring you low enough to make the active a sensible choice, then it is no different from the current situation.
- If your enemy can bring you low enough to make the active a sensible choice, then the passive loses meaning as it will only act as a delay for the eventual active trigger. At that point, the skill is effectively identical to Healing Surge.
The BLTP is cross-server, so what you’re suggesting would be kinda impossible.
You’re going to get told that while it might still be able to deal some damage, it’s not a massive burst anymore.
And an overwhelming majority of Warrior players live and breath for that burst. Give them a source of consistent damage and watch as they snark at how boring it is. Though I suppose that has to do with the history where Warriors had trouble staying in a fight.
Since adrenaline accumulated in a non-full adrenaline bar
is wasted when you use a burst skill, I would very much
like to see a heal skill that gives X health (maybe 3-5) for each
adrenaline point spent, when using a burst skill.
While not an OP idea in itself, I would rather not add any mechanics tied to burst skills unless we really need it. Rather have a small but effective set of bonuses than a ton of kinda-useful features.
Like right now, Cleansing Ire is massively hindered by Blind.
Some math:
for this heal to reach the healing signet 400 hps it needs to heal for 400*(35+3) = 15, 200 hp (the +3 is activation time). so the base heal is ~2000 —> need 13K more…
If u absorb dmg equal to 13,000/2 = 6,500 its even.
I divide by 2 coz if u heal for 13,000hp and hit for 6,500 dmg u end up with plus 6,500hp.
thoughts?Well, the cooldown starts as soon as the skill is activated, rather than after it ends, so that’s one flaw in your numbers.
Also, while not that significant, Healing Signet starts at 392 hp/s, not 400.
oh , so that make it even better
If u want harder numbers then it’s:
(392*35 – 1,853) / 2 = 5,933 = the amount of dmg needed to absorbed.Does any1 know if this heal is effected by poison?
poison counters HS pretty hard so against thief/ranger Defiant stance really starts to sound appealing
While I cannot say for sure, I would put my money on Poison affecting only the initial heal, since that is also the only part affected by Healing Power.
And you have to remember that unlike Healing Signet, Defiant Stance has pretty good support from traits, with Sure-Footed adding 0.75s to the duration and Vigorous Focus giving you 6 seconds of Vigor for it.
Also worth noting that it would take Healing Signet 16 seconds to heal the 5,933 damage taken.
(edited by Olba.5376)
Some math:
for this heal to reach the healing signet 400 hps it needs to heal for 400*(35+3) = 15, 200 hp (the +3 is activation time). so the base heal is ~2000 —> need 13K more…
If u absorb dmg equal to 13,000/2 = 6,500 its even.
I divide by 2 coz if u heal for 13,000hp and hit for 6,500 dmg u end up with plus 6,500hp.
thoughts?
Well, the cooldown starts as soon as the skill is activated, rather than after it ends, so that’s one flaw in your numbers.
Also, while not that significant, Healing Signet starts at 392 hp/s, not 400.
The thing is, it is most likely not as simple a matter as just adding a toggle button. After all, the armor on the other side does not exist.
And with it, come a bottle of issues:
- Being able to copy the asymmetric bits to make a symmetric armor
- Being able to turn symmetric armor into asymmetric
- Being able to select between having symmetric or asymmetric, left or right side
- Should only armor slots with currently asymmetric pieces be allowed this functionality (shoulder and gloves) or should it be extended to boots as well?
- The ability to toggle your boots?
- What about being able to mirror the designs on all pieces?
Depending on the answers, you will end up kitten ing off specific demographics of the playerbase and giving your designers and programmers a crapton of stuff to do. After all, there’s an absolutely hilarious amount of different skins in the game.
They do give their bonuses to the burst skill on use.
What happens when some players from the smallest server decide to log out for the day? Do you just instantly kick out some of the other servers’ players at random?
What if the exactly same scenario happens except that it’s a disconnect, rather than a deliberate logging off?
Heck, a server could just take Stonemist, log most of their players out, resulting in no one having the manpower to take Stonemist away from them.
And what about the night hours? Obviously, the player amounts are different, but with a cap, you could make the nighttime a real nightmare for the players who are on it. Which is kinda a very bad thing to do.
The reason I keep going back to my Warrior is that I simply love the way a Warrior plays.
I have a level 80 Thief and I love playing around with Stealth, but I keep getting bored of how all the useful Thief utilities are extremely situational, which results in most of them seeing very rare use.
I have played around with a Guardian, but I just don’t see that much potential in their ranged capability, which worries me as I prefer to have one weaponset that is melee and one that is ranged.
I also messed with an ele for a bit, but I dislike the requirement of switching attunements rapidly. I would prefer being able to use a specific attunement for a specific purpose (e.g. healing, single target DPS, AoE DPS, ranged?), but that just doesn’t happen.
I think that ANet is making the right choice is toning down the Hammer.
Looking at the forums, pretty much all of the complaints about Healing Signet have centered around Skullcrack and Earthshaker. I don’t recall seeing anyone complaining that Healing Signet was too strong with any other weapon.
Reducing the CC with mainhand Mace and Hammer would also be a bad move because that would just leave Mace with nothing interesting and Hammer would’ve become more about damage than teh CC, which is already true for pretty much all the other weapons. I think that having the option for playing CC is valuable.
The thing is, Healing Signet boosts the overall survivability of a Warrior, regardless of their choice of weapon. And being deemed playable with any weaponset is a much bigger impact than being deemed OP with one weaponset.
Sounds like there is a need for Perfect Salvage kits as in GW1. Removal of infusions, runes, and sigils without destroying the target item. That would mean changing the rule that ascended items to salvageable. Wouldn’t everyone love that.
Quite honestly, I don’t see that happening.
One reason being that we already have the Black Lion Salvage Kit, which is a Gem Store item. A kit that removed infusion/rune/sigil without destroying the item would be blatantly superior, thus making the Black Lion Kit obsolete. Making an item that you can buy for real life money obsolete is always a dangerous thing.
Another reason being that salvaging is balanced around the item getting destroyed. Even now, you can still find cases where an exotic item with a sigil has a price that is basically identical to buying the sigil alone. Being able to remove it and keep the weapon would make a pretty big mess out of the current exotics.
Yet another reason is the Transmutation Splitter.
Though I have to say that I don’t quite like the idea of being able to remove your infusion without destroying the original item. Reason being that if you could remove it, then the whole point of the costs escalating is moot, as you will be able to put in the best infusion and upgrade it whenever you please.
If anything, they should start considering being able to salvage craftable Ascended gear.
Option 1: As seen in other MMOs, when a new tier is released, the developer often raises the restrictions on previous tiers to allow more casual and/or newer players the ability to stay close to the power curve. In theory, this strategy would allow newcomers to GW2 to more quickly catch up to the base ascended level, where they could then engage in additional progression alongside the older player base.
For example, let’s assume that ascended gear is common among the long-term player base in mid 2014. Anet then decides to add higher rarity infusions to allow continued low-power curve vertical progression. A new player joining GW2 in late 2014 would still be a good 6 months away from acquiring the base set of ascended gear, making higher rarity infusions pointless, and placing them behind the long-term player base on the power curve indefinitely.
Conversely, if the cost of the base ascended gear were also lowered when the next segment of progression was released, it would allow new players to catch-up and join in the latest wave of progression (something that is good for the longevity of MMOs).
They don’t need to make the previous tier gear better or any easier to get, they just need to make the powerups on the higher tiers smaller and harder to get. From the sounds of it, it looks like this is the exact route ANet is going to take, with Ascended being the final actual tier of gear and infusions being the related slow progression attached to it. All they need to do is make sure the numbers never get out of hand and they’re golden.
For example, Diablo 2 had a maximum level of 99. However, the amount of experience required after level 90 is on such a harsh slope that most people would stop in the early 90s.
Option 2: The other common method to level the playing field in MMOs is to obsolete all of the current gear. This is usually accomplished via an expansion that raises the level cap. Once the level cap is raised, higher level gear of any rarity obsoletes the best gear from the old level cap. Hence, every player, old and new, is reset to an even playing field.
In my experience, this is even one of the bigger selling points of expansions in MMOs. I have seen several friends quit MMOs because they cannot keep up with the gear curve, only to rejoin when an expansion is released because they are on par with the rest of the population. Again, this option can be good for the longevity of MMOs as a gear reset may rejuvenate the MMO community.
Raising the level cap is a very, very controversial thing. Making all gear obsolete once in a while is nothing but a temporary fix and it tends to invalidate all the effort the players have put in to get that gear. That is never a good thing. You should never use a Reset Button like that unless it’s completely and irrevocably necessary.
This is especially true if the higher level gear is ridiculously better. For example, if Fine tier gear of level 85 was better than Ascended level 80 gear, that would be nothing short of spitting in the face of all the players who ever decided to get Ascended gear.
You mentioned that expansions are often a way of upping the level cap. Well, that is another problem. The more expansions you release, the higher the entrance fee to start playing in the first place. Heck, a lot of people will never play a game that releases regular expansions simply because they feel overwhelmed by the neverending flow of new content. Expansions also bring a lot of other issues and I sure as hell hope that ANet either never releases an expansion or does it in a manner that alleviates the typical problems of an expansion.
Do you think Anet should consider lowering the cost of ascended gear as additional progression mechanics are introduced?
Do you think Anet should consider resetting the playing field (via a level cap raise or other means) once the old player base gets too far ahead of the newcomers?
Do you think Anet should leave everything as-is long-term (2015 & beyond), even if new players have a difficult time catching-up to the current player-base on the power curve?
- No. Instead I think that ANet should make the additional progression much harsher than before with smaller increments, thus making it non-essential.
- No. I think that resetting the playing field is the very last thing that you should do, short of closing your servers and starting over from scratch. Resetting the playing field also resets the time, effort and dedication players have put in over the years. While that is meaningless for a new player, it sure as hell stings if you’ve been around for a long time.
- I don’t think that Ascended gear is currently a problem. If it does develop into a problem, then Anet should tweak the numbers on it.
I think it is necessary to focus on the achievement which improving quality of player’s game. Achievements like "capture x100500, get x9999, grab x50000 should be avoided. This creates a sense of banal grind.
But at least it introduces you to the stuff that is valuable in WvW.
Instead of doing useful things and help the team players just run and grab a points/hunt dolyaks/fill up difficult gates with common rums, etc. Need to do to achieves like “remove 100 conditions” “raise/rally 25 downstated players”, “create x10 supperior siege equipment”. In other words – achievements that force players to benefit the raid, rather than forcing them to grind.
Removing conditions is not WvW specific. Reviving downed players would result in people jumping off a height and reviving each other. Creating siege would result in people emptying the supply in a keep to build whatever siege they are missing, most likely in a manner that makes them unusable.
Personally, the ones that I disliked are the jumping puzzles and the mercenary camps. The mercenary camps would’ve been good, if they had not throw in Toxic stuff.
Honestly, we have things like the named exotics and pitfighter.
Are you asking for … chest armor that has no armor whatsoever? Like a completely naked torso? Because if we’re talking purely in terms of exposed skin, that’s the only thing that can happen at this point.
Also, just because you don’t like the style of a specific armor set doesn’t mean that there needs to be more.
And while I misread the fact about Combustive Shot, the increase in burn duration makes up for the pulses.
And what makes up for the 33% physical damage i lose plus extra 3% from burst mastery lost? Combustive shot was already ninja nerfed from 240 radius(since release that no one ever complained about) to 180 at lvl1.
http://wiki.guildwars2.com/wiki/Combustive_ShotDo you even know what you are talking about ? Devs believe this skill also gives andrenaline.Actuall they are convinced about it.Its like Devs believe guardian has stealth,pretty much on par.So what am i expecting from the random forum balance joe? sadface
Well, Furious makes the crits on Combustive Shot give adrenaline. Same is true for Flurry.
Just because people are “expecting” stun warriors, it doesn’t mean they cannot prepare for both. Melandru + Lemongrass still gives -65% duration on Immobilize, thus making your Flurry pretty useless.
Also, no Berserker Stance with only melee-range burst skills? That’s not a very good idea, especially due to Blind.
Other than that, I have been running 0/30/20/0/20 for months now, though my choice of weapons is usually Sword/X with a Longbow. Furious works really well with Flurry and Combustive Shot.
As for your alternative setup: Versatile Power isn’t worth the trouble, as it’s completely inferior to Sigil of Battle. I would consider either 0/30/25/0/15 or 0/25/25/0/20 instead.
Also, your sigils are rather questionable. An on-crit and an on-swap sigil on the same swap isn’t really a good idea, as getting most out of your on-swap sigil means the on-crit ones are a hindrance. If you want damage, use Sigil of Force or Accuracy instead.
(edited by Olba.5376)
It all comes down the usual issue: As soon as you have enough to cover your expenses comfortably, the currency loses meaning.
Some people will find meaning in chasing luxuries like Legendaries. Others might find their amusement in playing the market.
Once, I played a game called Perfect World International. The game is notorious for selling the best gear you can get in the cash shop for ridiculous prices. Heck, they have extremely frequent sales, which cause fluctuations in the prices of every day items. I turned to merchanting instead of farming for making my ends meet. After not so long, I had enough that no matter what they sold in the cash shop, I would never be at a risk of being “poor” again. I had so much funds that normal f2p players were convinced I wasn’t 100% f2p. Similarly, what I was making by merchanting was far more than I could make with reasonable amounts of farming. And thus, my playing deteriorated into doing dailies and gambling with my funds, all while I kept getting richer and richer.
And that’s why I don’t do the same in GW2.
I would like to see a universal bag that could be purchased or grafted.
The bag would be mounted on all your account characters and would be used for
account items like the Copper-Fed Salavage-o-Matic, the Dreamcleaver Logging Axe.
Hopefully a Mining and Harvesting tool similar to Dreamcleaver.Items in this bag could not be sold.
This would reduce constant trips to back the move account items between your characters.
It will never happen.
Simple reason being that we have the Permanent Bank Access Contract.
If anything, it would be neat if you could deposit items to your bank (but not open it) from anywhere, if it had space.
Well, for CC, you will want to look into Mace MH and Hammer. The former sports an excellent single-target melee-range stun and a daze, whereas the latter has an excellent AoE stun, a single target knockdown, an AoE knockback and an AoE cripple.
For chasing people, your choices should be Sword MH or Greatsword. It’s very much a personal preference which you pick.
As for traits… Cleansing Ire is pretty much standard for all builds, so that’s a starting point of x/x/20/x/x. From there, you’ll probably want Burst Mastery to further boost the CC (which mostly comes from your burst skill), so that would be x/x/20/x/30. The last 20 depends on the combination of weapons you end up picking. 10/0/30/0/30 would be for Hammer for Merciless Hammer in Defense, 20/0/20/0/30 would be excellent for Greatsword for Slashing Power. Mace has 2 interrupts on fairly short cooldown, so I would also consider 20/0/20/0/30 for Macer for Distracting Strikes.
(edited by Olba.5376)
I never said anything about nerfing a build and I always have condition removals. when a condition is removed it is reapplied almost instantly there for making condition removal nearly useless all together. What I proposed was when you remove a condition you are immune to conditions being reapplied for say about four seconds maybe less. Tell me why that would be a bad idea.
Because Cleansing Ire can be used to remove 3 conditions every 7 seconds.
Because Signet of Stamina would give you Berserker Stance for 4 seconds.
Because Restorative Strength with Mending would give you 4 second immunity to 7 conditions.
Because Superior Rune of Lyssa would grant immunity to all conditions for 4 seconds.
(edited by Olba.5376)
I am baffled by this thread. How is it that just after they added an area specifically for GvG, you get folks making threads demanding GvG?
Because the arena is a makeshift solution. People can still troll matches, there are no official rules, no leaderboards etc. The fact that they have added an area where GvG is possible, does not mean they have implemented it in a reasonable manner.
There not being official rules is often good, because in a lot of cases the “official” rules are simply bad.
Tell me, how would you even implement a “leaderboard” for GvG? What criteria would it be measuring? And how would you prevent a PvE guild from trolling the board by taking a top spot by “beating” their sister guild? How would you prevent it from turning into a massive pot of elitism, where only the top handful of guilds are regarded with respect and anything less are “baddies”?
So say for example my Attack is 1,000, Critical Chance is 50% and Critical Damage is 50%.
Does that mean 1/2 the time I would do 1,000 damage and the other 1/2 I would do 3,000? (Ignoring other factors such as the targets armor?)
Not quite:
- 50% of the time you’ll deal 1,000 damage
- 50% of the time you’ll deal 1,000*(150%+50%) = 2,000 damage
Critical Hits in Guild Wars 2 do not deal double damage by default. Rather, they deal 50% more damge than a regular hit. This can further be increased additively by your Critical Damage %.
I think the wording is what is tripping you. The wiki says critical hits deal 150% of base damage. However, your hits are already dealing 100% of their base damage. Thus, the end result is that a critical hit gives 50% extra damage, plus whatever critical damage% you have.
(edited by Olba.5376)
People are still complaining about RTL?
Get over it.
For the record, Rush is nothing like RTL. Neither is Savage Leap.
Also, Eles have access to superior versions of the three major warrior movement skills via conjured weapons:
- Savage Leap is inferior to Lightning Leap, as the latter has a shorter cooldown
- Rush is inferior to Fiery Rush, as the former is buggy as heck
- Whirlwind Attack is inferior to Fiery Whirl, as the latter has a shorter cooldown, longer evade and a cripple
(edited by Olba.5376)
New idea:
- Autoatk;
1 – 280 (0.8)
2 —
3 – 420 (1.1)- Hb;
– mobile, 12cd, 1 sec casttime
– 8 strikes of 100/hit (0.3)
– Last strike 278 (0.8)- Whirl;
– applies 3sec cripple per hit, reduced range to 300- Counterblow
- channeled block for 2seconds, gain 4 strikes of adrenaline when not attacked, triggered by melee hits only. Up to 3 targets
- 360 (2.0)
> Cancel blocking, gain adrenaline and throw sword in ur foe
-277 (0.8)
-Cripple 8sec- Rush
- reduced range to 900, casttime down to 1 1/4, leap finisher, 16cd, fiery rush animation. Cause weakness for 5seconds. Affects up to 3 targets
- That’s rather high for an autoattack chain. Why would the autoattack need any more damage?
- 1 second channel and mobile? Crazy talk.
- I don’t think that giving even more cripple to GS is fair. Especially with Leg Specialist.
- Why would you put a block on the GS?
- Care to explain why Weakness on Rush?
New F1
- Spin. Strike all foes around you stunning them and gain fury. Effect increases with adrenaline level. Affects up to 5 targetsBased on levels; 1, 1 1/2, 2 sec
Damage 360 (0.9)
Activate time; 3/4sec
Whirl finisher
Fury; 3sec per target
Ok, that’s nuts. A 1-2s stun on the GS? While also having 100 blades able to dish out higher damage than Eviscerate and only taking 1 second to complete? And wait… all of that would be AOE up to 5 targets? You realize that they’re nerfing the Hammer because it has both great damage and great CC?
Currently, the GS has the best mobility out of all Warrior weapons. It also has great damage, if you can land 100 blades. There is really no need to give them hard CCs as well. Make 100 blades mobile, put it in as the burst skill and replace it with a skill that gives some Combo Field or something.
(edited by Olba.5376)