(edited by Olba.5376)
I think they also need to merge Warrior’s Sprint and Mobile Strikes together and make it an Adept Trait. 25% movement speed is still meh but if you combine it with Mobile Strikes it adds a nifty bonus to a decent trait. Making it Adept could open some new possibilities.
I rather like Warrior’s Sprint now that it’s 25%. Mobile Strikes as Adept, coupled with Dogged March as Adept won’t happen, that’s too much.
Also Inspiring Banners and Inspiring Battle Standard need to be grouped together and then perhaps be a Master Trait. Keeping Banner Regen and Banner cooldowns separate never really made sense to me and would perhaps bring some viability to Banner builds. Probably even add the trait from the strength line that makes banners deal damage when summoned. Running a hybrid shout/banner build would be also awesome to see.
What you would see is warriors with Banner of Discipline and Warbanner, along with For Great Justice and some other Shout for the highest heals ever.
Perhaps combine the Shout cooldown with Shout Heals and keep it as a Grandmaster trait. This will allow shout builds some flexibility in their Master Trait line.
Holy crap, no!
That would result in the combinations of healing shouts and regenerating banners being possible. Throw in Soldier Runes and it wouldn’t even be fun.
Cull the weak should be absorbed into Sundering Mace as it is a trait that is rarely used anyway. Mace damage should be +15%-20% against weakened foes.
I don’t think so. Weakened was recently buffed and MH mace provides high uptime for Weakened to begin with.
Another off the wall. possibly interesting scenario would be merging Heightened Focus and Berserker’s Power. Lower the bonuses slightly, probably 12% Damage and 12% Crit chance would be fair, keep it as a Grandmaster Trait in the Discipline Trait Line. Then use the empty space in the strength trait line to make it more viable.
They just nerfed them for very good reason and now you want to buff them? Yeah, not going to happen.
There is no ascended body armor in the game ATM. Just trinkets and jewelry maybe weapons.
but this COULD’ve been the first ascended body armor in the game.
And it’s a event armor – a special armor, with it being exotic , that makes it well, just another exotic with maybe a future new skin.
You do that and you’ll have a kittenstorm bigger than the announcement of Ascended gear.
From the people who don’t like/can’t do jumping puzzles. And WvW people. And the dungeon lurkers.
That’s exactly why they do not.
Look at the classes you called out for having protection and/or evasion built into their attacks:
Elementalist: Evasion, Regen, Invulnerability, Protection – EHP: 10.8k
Thief: Evasion, Regen, Stealth – EHP: 11.5k
Guardian: Regen, Protection, Aegis- EHP: 12.5k
Mesmer: Evasion, Regen, Protection, Aegis – EHP: 15.0k
Ranger: Evasion, Regen – EHP: 16.2kWarrior EHP: 21.2k
A warrior can soak up twice as many hits as an elementalist, and that is without factoring in armour attributes. An elementalist in full knights armour still only has EHP of 15.5k – let that sink in a moment:
Oh come on, do your research.
You’re quoting Effective HP numbers from GW2 BuildCraft. Those numbers are base HP multiplied by 1 + (armor/1836). They do not take into account any of the boons that you have.
Also, you completely omitted Necromancer from your list. They get a base EHP of 18.3k. Also Engineer, at 16.2k.
But if you ask me, the issue is that the heals just don’t balance to the base HP amounts and access to Regeneration/Protection. Eles and Guardians get the best heals and have notorious access to Protection and Regeneration.
(edited by Olba.5376)
A passive removal of 2 conditions every 5 seconds is way overpowered.
And that’s not only a significant buff (which means improvement, FYI), but it’d also be the best passive condition removal in the game. Currently, it’s 2 conditions every 10 seconds, you would be halving the amount between the ticks. Considering that most conditions specs run conditions that last longer than 5 seconds, it’d be a pretty heavy hit on those.
As for sacrificing? It’s a freaking Adept trait. Even if it was a Grandmaster trait in some otherwise useless traitline, it would still be way too good.
Guardian is already the tankiest thing in the game, they don’t need to be freaking invulnerable.
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A somewhat easy way to make conditions more viable would be reversing the toughness:vitality ratio for about half of the mob types in dungeons so they have more toughness than vitality. This makes DPS less viable for those mobs and conditions more viable. Hell, they could also 50/50 the ratio of toughness to vitality for the bosses so both sides deal about the same amount of damage.
The viability is not about whether conditions on their own deal fine damage.
The viability is about whether having more than 1-2 condition damage dealers makes any sense. Which it currently doesn’t, since 2 people can easily keep bleeds capped at 25, so adding a third one does nothing.
Making conditions deal more damage in dungeons would make more people play condition specs, which would result in the above issue being more prevalent, which would result in everyone getting the short end of the stick. Especially the condition specs, as their “allowance” would be that 2/5 members in the party.
- In-Game Trading
- Ways to further customize our UI/HUD
- There are very few cases where player-to-player trading makes sense. In comparison, it comes with tons of scamming and spamming. Even if you make it a system that is based around confirming your trades every single time, scamming will still be around. Not really worth it. And naturally, it would still have to come with the same taxes as the BLTP.
- Customizing the UI is all fine and dandy if we’re talking on an individual level. However, ANet has been making the game based around spectators. And let me tell you, the more customized your UI is, the harder it is to understand it. Also, it would open up the idea that it’s ok to make UI mods. And those are the first step to the Dark Side.
That would be pretty dull.
Warriors lack condition damage options, so if anything, they should buff up the condition aspect of Swords.
Also, your trait would overlap with Precise Strikes. And Superior Sigil of Earth.
And just look at the skills sword has. If you take away the bleeds, the autoattack chain is identical to the Mace, except different numbers and condition on final attack. OH Sword will have Mace 2 and Axe 2, except the latter without a cripple and on a longer cooldown. Flurry? It’ll be no different from turning 100 Blades into the burst for GS, plus throwing on an immobilize.
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That’s how Asuras and Charr work.
Well, looking at your suggestions, I see a lot of unnecessary buffing.
Your Fire trait suggestions involved a lot of buffs and I see that it would result in a lot more Might on an Elementalist. Considering that they already get very high amounts of Might, I don’t really see it as a good idea.
Your Earth trait suggestions involved a lot of buffs to Protection and Stability uptime, which I don’t think is a good idea, considering that those are the top two boons in the game.
Your Water trait suggestions included boosting Healing by 10-20%, which I think is way overpowered. It could very well result in a Water-based Ele being capable of full-time healing, which isn’t something that should happen. You also suggested a change where a trait could make it so that providing Regeneration would act as a stunbreaker. That’s definitely over the top, considering that you can trait to get regeneration when attuning to Water. That would be the shortest cooldown on a stunbreaker in the whole game.
Your Arcana suggestions included increasing Arcane Fury to 5-6 seconds. You have to realize that this means permanent Fury if you rotate your attunements properly.
Eles already have high uptime of a ton of boons, even if they pay a price for that. You do not need to make it any easier. The result will just be eles paying less of a price for the same and thus putting it somewhere else, like their damage.
I got the monthly done within the first 3 days of the month. And I wasn’t even playing that much.
Since we can turn Karma into gold with the Orrian boxes, I think it would present issues when people could get like an extra 400k karma.
2- this skill first of all needs to apply more vuln. its too little compared to other classes, I think at least 6 (maybe even 8 ) would be more appropriate.
The thing is, then the duration would have to come down.
Currently, it’s 8 seconds on a 6s cooldown. Throw in Sharpened Axes and it’s 8s on a 4.8s cooldown. Making it 6-8 stacks without bumping up the cooldown would mean that you would have a permanent 6-8 stacks of vulnerability, with a potentially very good uptime of 12-16 stacks. Throw in other sources of vulnerability and we’re talking about the following:
- Axe/Mace for permanent 6-8 stacks, periodic 16-20 stacks and very high uptime for 12-16 stacks
- Axe with On My Mark for permanent 6-8 stacks, periodic 22-24 stacks and very high uptime for 12-16 stacks
That’s a ton of extra damage, especially since it’d be coming from a single Warrior. Two Warriors would easily be able to maintain 25 stacks on any target with some coordination.
2- let the block function like sword 5 if it doesnt atm, then get rid of adrenaline gain secondary function and instead replace it with remove 2 conditions if the skill is activated again, mace has potential for bunker builds but it’ll need more condie removal to be viable especially as blind screws cleansing ire with skull crack
4- either you 1)double the vuln and the damage of the move and add cripple or 2)double the vuln and give the move a remove one/two boon effects, with DotE this can work well in a boon hate build potentially
Mace 2 removing conditions is a bad idea. Also, what kind of rainbow juice makes you think that having a 10s cooldown skill removing 2 conditions is not overpowered? Especially when there’s a trait to reduce that down to 8s.
As for the Mace 4, higher amount of vulnerability would mean the duration has to go down.
And honestly, Axe/Mace is already in the top bracket of PvE for Warrior, we don’t need to make our PvE side any better.
If they did that, it would have to come with a nerf to Unsuspecting Foe.
Simply because we have a pretty good access to Knockdowns. Not to mention that having both Merciless Hammer and Unsuspecting Foe on Backbreaker would be pretty kitten powerful.
Actually, a theif can maintain perma-stealth out of combat easily; and in combat for a good bit of time depending on build/gear. But, you already knew that. ;-)
And I am pretty sure that the point he was making that out-of-combat stealth isn’t exactly stellar in terms of applications.
As for avoiding class vs class “hard-counters”, they already exist, and in spades. Well, except for the one exception. ;-)
Well name some and we’ll see how “hard” they are. If you know what I mean.
A single class that on occasion might get the jump on a stealthed ambusher is not-game breaking. Stealth tracking is a mechanic that exist in every major mmo’s pvp areas; and it does not in anyway decrease the number of players that choose stealth toons, nor break their ability to excel. On the contrary, it adds a great deal of flavor to WvW roaming, and I’m sure that at least the knowledgeable and well-played thieves would welcome the challenge. If limited to a single class, I can’t imagine this bothering any skilled thief player.
You talk about other games, but you should’ve realized that GW2 is not like those games. The gameplay of GW2 centers heavily on mobility, something that most MMOs have an extreme lack of.
The issues with stealth detection is that a Thief isn’t just invisible. They need that invisibility to land a backstab behind an enemy. Because let’s face it, if you knew that an enemy would get double damage from being behind you and they were fully visible, there’s no way in hell you would let them do that. And there’s not much they could do about that, considering that we have a button for a 180 degree turn built into the game.
Adding endgame that makes groups of players implement strategy and coordination to overcome difficulty is what this game needs badly. And after you are able to down a super difficult boss or whatnot, having the chance to loot a special or rare reward is a plus. Players want to be unique. And they don’t mind working to get that rare skin or item. Please don’t mistake grind for dedication.
The thing is, clearly ANet is still experimenting with how to make that exact type of content. And no wonder, considering that majority of all MMOs ever did not implement any kind of mobilility aspect to their combat, not to mention GW2’s lack of healers/tanks.
And honestly, you cannot rush experimentation. It’s simply not enough for them to make something that works with their testers, they have to put it into the game, make it bug free and observe the reactions of the community. All of that takes a lot of time. From the looks of it, they are using Living Story as a kind of outlet to do this.
Personally, I’m not much of a rewards type. The best experiences I’ve had in GW2 were against Champions with one or two other people in the fight.
I understand this is not your normal mmo. It’s obviously aimed more for casual players. But adding end game content and more relevant and difficult world bosses across gives max level players something to play for. Currently, there just isn’t anything to do really. And what’s there, doesn’t reward you with anything everyone else doesn’t already have.
You talk about difficulty, but ask yourself whether that is what the community as a whole wants. The answer should be pretty clear. Most people simply do not care about difficulty unless it’s paired with adequate, if not superior, rewards to the alternatives.
Personally, I would prefer if they worked more on the Living Story and attached some weapon/armor skins to those. Make them longer and more coherent. Right now, Living Story feels like a seasonal event rather than a coherent story within the world.
What’s a “hodor”?
I like kittens.
Well how would you do it, then?
remove conditions on adrenalane bars gained. Simple, effective, and if it’s too strong put a time cap on it. Or make it so it removes condi’s and you don’t need to hit anything. As it is, try using this trait while blinded. It’s absolutely useless and serves as evidence that the devs are jumping into a vast blue ocean of unknown. Pretty moronic changes.
Also, if you pick up burst mastery, you can’t even remove 3, at most 2. They conflict with each other and there’s no reward for pairing traits. This discourages build variation, contrary to what they were trying to implement.
Terrible idea.
Your variation of this trait is too weak, it promotes RNG, and it is anti-synergistic with other builds. Cleansing Ire is better because I get to control when to remove conditions. Your varaition is completely RNG. If I build up full adrenaline and I get cc, my burst won’t remove the cc.
Your variation promotes not attacking the other player. Because if you do, you may lose the chance to lose a condition that happens 1 second later. If the bar is full, you can’t remove it.
Not only that, but it would need to make exceptions with Healing Surge and Signet of Fury. And it would probably come with a nerf to Furious and/or Sharpened Axes. As someone who uses Furious with Axes, I wouldn’t really like that.
Put 2 seconds of Quickness on it, you’ll have to make the cooldown like 30-40 seconds.
And even then it would be a ridiculously good option for PvE.
Change the logic.
Using burst skills when you hit takes conditions off before the attack hits, when adrenaline is spent.
Still think we should have two f button skills for dual hand weapons and one for main and one for off hand skills. Them we can use adrenaline defensively too.
Pretty sure that’s impossible.
Because it would require that the game predicts the future.
Warriors have alot of combo finishers instead.
tell me again how hammer has 2 combo finishers, one being a crap kitten whirl and the other being a adren tied blast? and who gets the 4 second blast finisher? GUARDS? RLY??? warriors should have gotten that mighty blow skill instead of fierce blow…
He meant in a more general way.
Here’s a table of all of our finishers.
Going from this page, we get the following numbers of combo finishers, not counting utilities, elites or underwater:
- Warrior: 23
- Guardian: 17
- Engineer: 21
- Ranger: 18
- Thief: 17
- Elementalist: 22
- Mesmer: 11
- Necromancer: 10
And some of our weapons, such as Rifle, Axe and Longbow are absolutely overloaded with combo finishers.
Kkkkkkkkkkkk…
Hilarious
How do we make combo finisher without combo iniciator(field)?
Now we have only 1 combo field. Another professions has a lot more, Thieves, Engineers and Rangers for exaple.We need spend 1 weapon set to have 1 single combo field.
As usual, we need soport of another professions to make anything :/
Combo fields are a team effort. Otherwise, they would’ve implemented those effects into the current Combo Finisher skills rather than create a mechanic like Combo Fields.
So some professions have lots of combo fields, while others have lots of finishers.
Yes, but Vigor is what makes the Warhorn special. I would focus this trait to be more about the defensive values rather then the evades, I feel that the warrior should be tanking damage, not rolling through it (less they have a warhorn.).
I’ll ask again, in case you missed it:
Why the addition of Quickness when converting Blinds?
Blind-Hate, one class needs something that counters blinds, if it does convert a blind which wouldn’t always be, it should severely punish the enemy.
The problem is that it could cause some issues with multi hit skills or auto-attack chains, especially MH Axe auto-attack and Flurry.
Warriors have alot of combo finishers instead.
tell me again how hammer has 2 combo finishers, one being a crap kitten whirl and the other being a adren tied blast? and who gets the 4 second blast finisher? GUARDS? RLY??? warriors should have gotten that mighty blow skill instead of fierce blow…
He meant in a more general way.
Here’s a table of all of our finishers.
Going from this page, we get the following numbers of combo finishers, not counting utilities, elites or underwater:
- Warrior: 23
- Guardian: 17
- Engineer: 21
- Ranger: 18
- Thief: 17
- Elementalist: 22
- Mesmer: 11
- Necromancer: 10
And some of our weapons, such as Rifle, Axe and Longbow are absolutely overloaded with combo finishers.
Yes, but Vigor is what makes the Warhorn special. I would focus this trait to be more about the defensive values rather then the evades, I feel that the warrior should be tanking damage, not rolling through it (less they have a warhorn.).
I’ll ask again, in case you missed it:
Why the addition of Quickness when converting Blinds?
Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon. Blinds removed this way give Fury and Quickness.
Why are you sticking random Quickness there? Want some more base damage nerfs so that everyone not using the trait gets shafted?
And again, you would have to make exceptions with Healing Surge and Signet of Fury, not to mention nerf Furious and Sharpened Axes.
And by throwing in condition conversion, you also risk nerfing Quick Breathing or Warhorn.
Bleeding=3s Regeneration.
Burning=3s Regeneration.
Chilled=3s Swiftness.
Confusion=3s Retaliation.
Crippled=3s Swiftness.
Immobilized=3s Swiftness.
Poison=3s Regeneration.
Vulnerability =3s Protection.
Weakness=3s Protection.
Blind=3s Fury and 3s of Quickness.
Sorry pal, but that’s not how converting conditions works.
You can’t just handpick whichever conditions you think are useful and pretend that you’re a special snowflake. You have to do it like everyone else, which means:
Bleeding = Vigor
Burning = Aegis
Chilled = Swiftness
Confusion = Retaliation
Crippled = Swiftness
Immobilized = Swiftness
Poison = Regeneration
Vulnerability = Protection
Weakness = Might
Blind = Fury
but you can turn soulbound into account bound using T stone, can you transmute unlimited pick onto ori pick, then move to a new character?
Obviously not.
Transmutations are limited to items with skins. Those being back items, armor and weaponry.
As I stated earlier; you can’t start the game and play it all the way through with starter armor and starter weapons.
Is there anything in the game mechanics that shows that it is impossible?
Or are you just saying that no one has publicly admitted to having done it yet? Because I know that no-gear-upgrades self-challenges are pretty common in single player RPGs.
Heck, those kind of self-challenges in single player RPGs go to a point where the communities tend to take the challenges to their logical extreme. That being removing elements like leveling up, gear, skill usage, character usage until something comes around that no one has been able to beat.
And that’s not even all of it. There’s also things like leveling a character to a maximum level in a limited environment, such as doing it on the starting zone or before you get any other party members.
And why does that happen? It’s not out of hatred for those systems. It’s because of those systems. That and the higher difficulty.
Honestly, the addition of “achievements” and making content centered on loot is killing off the genre of MMORPGs. In most MMORPGs, the storyline that they’re telling is stereotypical with a unique twist, but it’s not present actively in the world. Similarly, in a lot of cases, the gear that you get is vaguely, or not at all, tied to some kind of storyline and in some ugly cases, you need to get that gear.
Currently we have to start from scratch in each zone. Hearts, way points, POI’s, vistas. I suggest everything but the hearts be completed for all my new alts (or better yet make this optional in the menu for those that actually might enjoy repeating). I don’t mind completing the quests and enjoy the dynamic events in the zones.. but I absolutely hate having to chase down POI’s and Vistas AGAIN. I leveled a Mesmer first getting 100% completion. I then leveled a Ranger almost purely via crafting. So now he’s 80 and anytime I want to use him to run with the guild, I often can’t because he’s simply too far away to participate. This is extremely frustrating.
Well, if they did that, they would also have to remove all the rewards associated with map completion.
If anything, they could consider making it so that you have an option for your alts to share waypoints and visible parts of the map. Option, because some people actually like doing it all over again.
As mentioned above, my Ranger got nearly all crafts to max (I think my Mesmer did 2 of them). Now, my new alts have no reason to craft as I already have maxed out all crafting disciplines. What I would suggest is that any crafting that I have completed on one character should be available to all of my characters. Much in the same way our characters share achievements and a bank.. I want to be able to put my hard work to use on my other characters.
And why should that be necessary, when all characters share bank and crafting materials and both of these are accessible right from any bank or crafting station? It’s a lot better than what I’ve seen in other games.
Also, there are people, such as myself, who would level the same craft twice on different characters. I did that with Jewelcrafting on my Warrior and my Thief. Main reason being that my Thief’s weaponry is in two places (huntsman and weaponsmith), so crafting his own gear came down to armor and trinkets.
I think a healthy and balanced diet of fruits and vegetables, along with some meat is gonna be the best for a health of any player. One should also sleep at appropriate times, and try to avoid vices as much as possible (smoking, excessive drinking, drugs, etc). Doing all of these should suffice in meeting the minimum health of a gw2 player.
But what about our characters?
My Warrior, for example, has a pretty serious addiction with oils and, for some unknown reason, a soup. I have tried talking to him about it, but he just keeps telling me that I wouldn’t understand it.
I have also seen a lot of people gnawing on sharpening stones or eating lots of pizza. I think that’s pretty unhealthy.
Any advice on how to deal with my Warrior? How about dealing with strangers that are obviously going through similar experiences?
- Remove Thick Skin.
Replace with: Blind Rage. When blinded, cure blinds and become immune to blinds for 4 seconds, gain 4 seconds of quickness. (Cooldown: 15)
Ok, now you’re just trolling.
Why the hell would you slap on 4 seconds of Quickness there for no reason?
And why are you replacing Thick Skin, a minor trait, with something that strong? And why are you replacing it with something that isn’t even remotely similar?
Why are you so obsessed with that thing?
Why isn’t it enough that we got some condition removal? What makes you believe that we need two traits, both at 20 points in different trait lines, that convert conditions into boons?
remove conditions on adrenalane bars gained. Simple, effective, and if it’s too strong put a time cap on it. Or make it so it removes condi’s and you don’t need to hit anything. As it is, try using this trait while blinded. It’s absolutely useless and serves as evidence that the devs are jumping into a vast blue ocean of unknown. Pretty moronic changes.
I’ve mentioned multiple times that converting conditions on adrenaline gained has various issues:
- Signet of Fury and Healing Surge would have to be exceptions, otherwise SoF is overpowered and Mending useless.
- Nerfs to Furious, Sharpened Axes and Burst Mastery required to balance it out
Also, if you pick up burst mastery, you can’t even remove 3, at most 2. They conflict with each other and there’s no reward for pairing traits. This discourages build variation, contrary to what they were trying to implement.
Now that should be looked into. Though who knows, just the implementation might be tricky with non-full adrenaline bars. And even then, there’s the question of whether the developers would consider it balanced. We’re talking 3 conditions removed every 7 seconds, after all.
Well how would you do it, then?
Then what would be the point of having the dungeons at all?
Oh and even if it was an idea worth considering, you’d be obliged to balance the laurel pricing to require a larger amount of time than the dungeons. And that would kinda go against why you’re wanting it in the first place.
Will never happen.
Firstly because everyone starts with 916 Toughness, so you would be nerfing all condition damage by 18% from the get-go.
Secondly because even if you tweaked those numbers, you’re talking about a complete overhaul of how conditions function, which would mean re-doing every single condition-related trait, skill and piece of gear.
Thirdly, what’s the point? Conditions get to bypass armor because they are DoT and can be removed.
Or is your point that you want to undo the Confusion damage nerf? Because if so, then this isn’t the way to do that. There’s no reason to mess with Burning, Poison, Bleeding and Fear just because you think Confusion isn’t in the right spot right now.
The Grove is filled with Wardens and Divinity’s Reach has the Seraph.
And of course, Hoelbrak has terrain advantage.
Agree, but not only limited to shoes, but legpieces and chestpieces as well.
Never gonna happen.
Not only would you have to deal with the annoyance of people running around naked, but you would also have to deal with everyone in WvW doing it because it provides a strategic advantage.
Warriors have many, many ways in which we can build our adrenalin, instantaneously even. If we invest heavily into adrenalin building we should have the power to churn out regular Burst Skills, yes I’m talking about chaining Eviscerates/Killshots/Flurries/Earthshakers. And why not? We would give up a lot trait wise to achieve a build that could do such a thing, even a utility slot and the compromisation of our best heal skill to churn out so much adrenalin.
Flurry, Furious and Burst Mastery is why you should never be able to do that.
Flurry gets 12 hits, Furious makes those give up to 24 Strikes of Adrenaline and Burst Mastery makes sure you only need 20 strikes to get back to full Adrenaline.
Thieves go around doing this, their entire profession revolves around rapidly chaining attacks (a few revolved around the spamming of a select few skills) so to say that it would be OP is absurd. Warrior is in an abysmal state, I would much rather a buff to our offence before a buff to our sustain that will just make us pseudo guardians.
Do you realize that Backstab’s damage is actually less than Eviscerate?
Throw in Signet of Fury, Healing Surge and Berserker Stance and you’re looking at chaining together 4 Eviscerates in a very short amount of time.
The damage listed in the tooltip is the full damage, but it’s taken from the in-game tooltip with a maximum damage weapon, so it’s against someone with 2600 armor.
Of course, that also means that it does not take into account your critical hits. Thus, the real damage that you will be dealing is going to be significantly higher.
Also, if you look at the wiki page for Blurred Frenzy you’ll notice that it has less than half of the damage.
You find the full answer on how damage works here.
In this case, 100b does Direct Damage (8x):1624, so 8 attacks with a skill coefficient of 1624/8=203 each, plus a final attack with a coeffecient of 406.
Or at least I think it works this way .
Not quite. The damage formula is (weapon damage) * power * coefficient / armor. On the wikipages, the tooltips are gotten using the maximum damage weapon with no armor, traits nor upgrades. Thus, the power is 916 and the weapon damage is that of an exotic weapon. The in-game tooltip defaults to 2600 armor.
To figure out the coefficient, you would thus put in the following data:
- Power = 916
- Weapon damage = 1047.5
- Armor = 2600
- Total = 203
So you get:
- 203 = 916 * 1047.5 * Coefficient / 2600
- Coefficient = (203 * 2600)/(916*1047.5)
- Coefficient = 0.55
Since the final hit is 406, that naturally has double the coefficient for 1.1.
Putting it all together to calculate the damage of a full 100 blades, you get:
- (8 * (weapon damage) * 0.55 * power/armor)+(1 * (weapon damage) * 1.1 * power/armor)
- (5.5 * weapon armor * power)/armor
(edited by Olba.5376)
It kinda makes me sad that Greatswords have a ton of skins that would be good… except that the weapons look ridiculously out of proportion on any character.
ah xD I use it purely for the res.
Maybe it’s the tPvP mentality, but I go for burst utility over consistent utility.
With all that said, Battle Standard does need a bit of a buff. Maybe an effect that stacks Fury higher over time, so when it expires, you still have a massive Fury uptime that lasts until you can summon the banner next.
To me, Battle Standard is a great counter to boon removal; it offers fairly consistent utility and junk-boon padding. But as you said, the uptime does suffer.
Well, the thing is, I can totally understand it having a higher cooldown than other banners, it’s an elite skill after all. Not to mention thakittens passive is far superior to to the other banners.
What I do not understand is why the heck does it have a shorter duration than other banners.
The sad thing is, the passive boons for Battle Standard are crap. I can provide better Swiftness, Might and Fury for my party with For Great Justice and the active skills of Banner of Discipline, even while traiting zero points towards Shouts and Banners. Banne of Discipline also comes with 170 Precision (8-9% crit rate) and 15% crit damage. Not to mention that with minimal trait investing, I can make it’s uptime 99%.
(edited by Olba.5376)
Well, if they did that, then they would also have to make it impossible to put in 2 identical sigils. Not to mention 2 sigils that share cooldowns.
Currently neither of those options exist simply because it’s possible that such overlapping is purely coincidental due to weapon choices. For example, my Axe/Warhorn both have Sigil of Accuracy because I put one in the Warhorn for Sword/Warhorn and one in the Axe for Axe/Shield.
You can implement such thing for GW2 PvP. I don’t see why not.
You can never get monetary rewards from PvP. There’s one simple reason for that: PvP has no gold sinks. With no coin sinks and no requirement for PvE, you cannot add in sources for gold.
2. You can increase jumping puzzle chest reward. Or implement to GW2 other, more complicate treasure hunter quests.
As long as you can cheat a jumping puzzle by using a mesmer portal, this should never happen. It’s already bad enough that we have people farming Badges of Honor in the jumping puzzle with Mesmer portals.
Now that mesmers are adopting the entire boon strip and running 20/20/0/0/30 they can spam shatter and remove Signet of Rage buffs along with that stability you were using so they weren’t just daze/stun/into the void pulling you all day.
Doesn’t help that thieves are now in full power with running double sword/dagger only builds with swapping sigils stealing boons left and right.
Also the fact that almost every single necro runs Corrupt Boons that just removes whatever boons I got. So much for rune of lyssa, oh well.
PS. Thanks A-Net, community still trying to find a workable tPvP build that’s viable after 9 months.! Let’s make it 10 when you buff our banners some more and kick in the next patch.
Mesmers have been running that spec since late 2012, mate.
Also, run CC and communicate with your team. Warriors are like battering rams: they hit hard, but they need 4 people to carry them in order to be effective.
Just trying to show how the lastest change made Warrior’s only good ability that 99% of warriors run SoR are now either worthless (mesmers) or detrimental (necro,thieves) when you use em.
They could fix a lot of that by bringing Battle Standard up to the level of the other banners. All banners except Battle Standard have a 95s duration and thus can have a 99% uptime with a small investment of 10 points into Tactics. In comparison, Battle Standard is 65s, so with the same trait it’s only a 34% uptime.
Personally, the biggest reason I don’t use Battle Standard is because of the absolutely crappy uptime. The partywide boons I can already provide much better with a Warhorn and For Great Justice and the crappy uptime means that it’s not worth keeping for personal use either.
Well, the boon stripping has very little to do with Warriors. It’s mostly the boon heavy professions like Guardian and Elementalist that people are concerned with.
Thieves are particularly happy, since they’re known for having very little access to boons in their arsenal.
Personally, I felt that something like this was bound to happen as soon as I had experienced playing on my Thief. My warrior can easily get permanent Fury, Swiftness and 8 stacks of Might, along with very high uptime on Vigor. In comparison, pretty much all the boons my Thief had were short in duration or came from sources that I did not use, such as Venoms.
My idea was to make signet of rages buffs give buffs over duration instead of all at once, since all this boon hate was recently added.
For example, gives you 5 fury/might/swift every 5 seconds for 30 seconds.
Personally, I would go for longer durations and less reapplication. Because let’s face it, with 5 seconds, stealing them isn’t going to mean crap. Also, with reapplication come issues with Boon Duration. For example, someone running the Sonic Boon setup would have 60% Boon Duration and 20% Might duration, making your 5 second application look like this:
- t = 0s: 5 Might (9s), Fury (8s), Swiftness (8s)
- t = 5s: 10 Might (split 5 for 4s, 5 for 9s), Fury (11s), Swiftness (11s)
- t = 10s: 10 Might (split 5 for 4s, 5 for 9s), Fury (14s), Swiftness (14s)
- t = 15s: 10 Might (split 5 for 4s, 5 for 9s), Fury (17s), Swiftness (17s)
- t = 20s: 10 Might (split 5 for 4s, 5 for 9s), Fury (20s), Swiftness (20s)
- t = 25s: 10 Might (split 5 for 4s, 5 for 9s), Fury (23s), Swiftness (23s)
- t = 30s 10 Might (split 5 for 4s, 5 for 9s), Fury (26s), Swiftness (26s)
- t = 34s: 5 Might (5s), Fury (22s), Swiftness (22s)
- t = 39s: Fury (17s), Swiftness (17s)
- t = 56s: No boons
Currently, the same setup gets you:
- t = 0s: 5 Might (54s), Fury (48s), Swiftness (48s)
- t = 48s: 5 Might (6s)
- t = 54s: No boons
So as you can see, without boon stealing, you would end up with double the might, not to mention 93% uptime on Swiftness and Fury. In comparison, currently you get 80% uptime on Swiftness and Fury.
(edited by Olba.5376)
For PvE, the 5 signet warrior is probably your top choice.
Hilarious amounts of crit% with Deep Strike.
Personally, I found that the 6-0 buttons aren’t exactly optimal for stuff that I am constantly using, so I rebound them to q,e,c, Mouse 5 and Mouse 3.
1) And what if it’s simply impossible? You have to realize that the information isn’t just calculated at ANet, they also have to send it to you. In real time.
The former can be problematic since not capping would basically allow potential for a vast amount of people to easily overwhelm the servers, causing crashes. And you can bet your behind that if there was a reliable way to crash the servers, there would be guilds dedicated to doing that just for kittens and giggles. Which is exactly why there needs to be a cap.
And the latter? Well, ANet cannot really do anything about the bandwidth, since that’s way out of their hands.
2) Not only are we talking about heavy designs of skills, but traits as well. And of course, balancing. And as you’ve seen, balancing isn’t something that you can achieve within a short span of time. So even if they could overhaul the condition damage system within a year, it would probably be way out of balance for a long while.
And even then, you have to think about the people. There are no subscription fees, so it’s perfectly plausible that some players are away from a long time. How would you feel if you returned to Guild Wars 2 and found that your character, who’s equipped with a Legendary, full exotic armors and a bunch of Ascended stuff full of infusions, is now useless because of a skill/trait overhaul they did while you were away?
Um… Conditions are immune to damage reducing effects.
What’s the sense in getting damage reduction when under conditions when it won’t reduce the condition damage you’re taking?
Diablo 2 never had actual 1v1 PvP, that was something the community did.
You declared hostilities to whoever you wanted and then you could damage them outside of towns and they could do nothing about it.
Some polite fellows would unhostile you if you unhostiled them first, though. Not all of them.
And honestly, I don’t really like the idea. It would suffer from the same weaknesses that Diablo 2 suffered. Mainly endless kiting and abusing stray mobs.
If you think this game is a grind then you have no hope with any other mmorpg that has come out or will ever come out.
I’ve played multiple asian MMO’s…. Rohan, Perfect world, Fiesta, Ragnarok Online, Lineage 2, Silkroad etc etc…
You know GW2 is as bad or worse than those to me…when grind is involved now, it didn’t used to be when GW2 opened, it is now..
I’ve played Perfect World and found it far more grindy than Guild Wars 2. Because in those games content is denied you without the proper gear. And that’s just not true in Guild Wars 2.
Well, PWI never had any requirements that were not player-generated. But the ones that were, were on a whole different level than GW2. Full exotics in GW2? A couple of months. 5 aps +10 weapon pre-NW? Quite a bit longer than that. And that’s the requirements to farm at “endgame”.
The PvP engame stuff? Well let’s just say that you’ll be farming several months. Oh and most people refused to farm unless it was 2x drops, which occured for a few weeks in the entire year.
Not to mention that TW and PvP were completely dominated by p2w.
And PWI still has many pieces of gear, most of which ended up in the cash shop, that players never got through the actual game because it would takes years to farm.
I giggle at people complaining that a Legendary might take them months when there are games out there that takes that long before you can even start on the months of repeating the same dungeon thousands of times to get the actual endgame gear. All while some people can whip out 1000$ and get it instantly.
(edited by Olba.5376)
Gold should never be the go to currency to buy player derived goods, however its quickly becoming such a required element since everybody uses gold.
Every single game always starts with the in-game currency being the one that players make their trades in.
There are reasons why people end up trading in alternatives. In singular cases, it can be because you happen to have some item that is worth currency and someone who has something you want is willing to accept that item as a payment instead of the currency.
On a wider level, trading in in-game goods usually means that the in-game currency has been devalued over time to an extent where the priciest of items are valued at more than the cap amount of in-game currency, forcing people to trade in other manners.
Of course, nowadays it’s not nearly as common for people to trade in goods rather than currency simply because we have the internet. With the internet come patches and it’s not exactly difficult for the developers to add in tickets that can directly be exchanged for currency or simply changing the currency cap.
The biggest downside of trades done in goods rather than currency is that the goods don’t necessarily have an exact price in the currency that they are representing.
And of course, the reason the currency itself exists is simply because everyone accepts it as an item of value, whereas the same is not true for goods. For someone, a certain good might be worth a lot whereas the very same item could be worthless to another person.