Showing Posts For Olba.5376:

Let's talk signets

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

I don’t like signets. Your skill bar in guild wars 2 is already quite small, with many abilities only being used very rarely/situationally or not at all. Then you add passive signets in there for more buttons that you’re encouraged not to press.

Which is why I think a “you don’t lose the passive, but your active has a longer cd” design would be better for them.

That won’t really solve the problem.

Currently, a lot of the passives are not worth keeping at all. The change they’re making will make those passives rather strong, so keeping them while having the effect will be overpowered in some cases. As a good example, there’s Signet of Malice on a Thief or Healing Signet on a Warrior.

On the other hand, increasing the cooldown on some of the actives will make them useless in turn. For example, no one uses Dolyak Signet on a Warrior because the cooldown is longer than Balanced Stance.

Healing Signet Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

That would mean that over the 20 second cooldown, you’d be regaining 3275 + 3,800 hp, which results in 353.75 hp/s. In comparison, Healing Surge at full adrenaline is 281 hp/s.

Naturally, throw in Signet Mastery and the 353.75 goes up to 392 hp/s.

That would mean that using anything else would be rather useless.

Well sure, but nobody says you can’t tweak the healing numbers also to bring it back in line.

Well, I don’t really like that. Primarily because it kinda defeats the purpose of the signet in my eyes. Secondarily because it would be grounds for people to ask for a similar thing for all signets for all classes. Which would be way out of control.

Signets should heal for more, because you can’t choose when to use them, and there healing is almost 2x less then the other heals.

Burst healing > HPS, because you get it when ya need it.

That is exactly my point. If you want to make it a better signet, give it a better active boost.

My personal opinion is that Healing Surge should always be the top heal for a Warrior, simply because it centers on the class mechanic. I think Mending is fine as it is.

If you ask me, up the active heal of Healing Signet to 4000. That should do it. That would put the heal/second of Healing Signet to less than Mending without traits, but with traits, it would be just in the middle of Mending and Healing Surge.

With the upcoming signet boost and Deep Strike, that would make Healing Signet a rather delicious option.

(edited by Olba.5376)

Healing Signet Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

That would mean that over the 20 second cooldown, you’d be regaining 3275 + 3,800 hp, which results in 353.75 hp/s. In comparison, Healing Surge at full adrenaline is 281 hp/s.

Naturally, throw in Signet Mastery and the 353.75 goes up to 392 hp/s.

That would mean that using anything else would be rather useless.

Well sure, but nobody says you can’t tweak the healing numbers also to bring it back in line.

Well, I don’t really like that. Primarily because it kinda defeats the purpose of the signet in my eyes. Secondarily because it would be grounds for people to ask for a similar thing for all signets for all classes. Which would be way out of control.

Healing Signet Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

Also worth considering is that if you have to use the active heal about twice for every one use of something like Healing Surge, you’re not getting the benefits of the passive while it’s sitting on cooldown. Maybe it needs a way to gain similar properties as the Elementalist’s “Written in Stone” trait?

That would mean that over the 20 second cooldown, you’d be regaining 3275 + 3,800 hp, which results in 353.75 hp/s. In comparison, Healing Surge at full adrenaline is 281 hp/s.

Naturally, throw in Signet Mastery and the 353.75 goes up to 392 hp/s.

That would mean that using anything else would be rather useless.

I would like that if it healed for 2000 every 10 seconds, had a 40 second cooldown and healed for 8,150 (1.25).
And then had a trait that made it heal for 4000 every 10 seconds.

That’s rather overpowered. Especially if you could lower the cooldown with Signet Mastery.

(edited by Olba.5376)

Let's talk signets

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

1) Overhauling signets completely. Redesign them to synergize with eachother and make sure that the passive and active work well together. The new signet system should involve long cooldowns with actives that are worth using. No lost passive effects when you activate the signet.

They’re already doing the synergy between Signets. Look at the following traits:

That is in fact most of the Signet traits. And each of them gives a benefit that is directly tied to how many Signets you have. However, that system is very fragile. Make the bonuses too strong and you end up with 5 signet characters, like the 5 signet warriors. Make them too weak and no one will care enough to use them.

Also, I think that the current system is good enough, they just need to balance the effects. For example, pretty much no one who uses a +25% movement speed signet uses the active effect. On the flip side, you never catch a Warrior with the Signet of Rage passive effect.

2) Give Engineers signets as well. Noone would complain about the added equality.

You’re wrong there. You would have a few choices if you did that:

  1. Remove 1 existing Engineer utility per new signet
  2. Add 1 new skill to every other class per new signet for Engineer
  3. Let Engineers end up as the only class with more utilities than the rest
  • The first would result in an outrage by anyone playing an Engineer.
  • The second would result in an outrage if the new skills were not good enough or they were in a family that wasn’t deemed useful. For example, not giving Warriors a new Stance or Shout.
  • The third would result in an outrage by everyone who is not an Engineer

(edited by Olba.5376)

Insta lvl80

in Suggestions

Posted by: Olba.5376

Olba.5376

You’re insane.

ANet has spent tons and tons and tons of money, time and people designing all the pre-80 content. Basically you’re asking them to admit that no one gives a kitten about the pre-80 content and that the people in charge of that should go work on something else.

And that’s just not going to happen.

Allow us to make gold in pvp, please.

in Suggestions

Posted by: Olba.5376

Olba.5376

I think you’re jumping to conclusions here.

For one, they said that other people would be able to pay the rent for you. And people will pay for a good arena.

For two, making it possible to get gold or gems with glory isn’t a good thing, as that means PvP will also affect the gem and gold markets. Not to mention that it would give grounds for people to ask for Badges of Honor to be able to be exchanged for whatever the PvP glory is exchangeable for.

For three, the arenas aren’t free for ANet to provide. So they need some kind of income from it.

Healing Signet Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

That is kinda BS, HS has needed a buff for a long time. They said they were gonna look as passives, but HS should heal for atleast 400hp/s.

The thing is, the upcoming signet boost is a dangerous, dangerous step. Most likely a lot of people will start using Dolyak Signet and Signet of Might. We might actually see a ton of viable 5 Signet warriors.

With 5 signets and a lot of good primary effects, Signet Mastery would be a stable on those builds. With that, the active healing on Healing Signet is boosted to a pretty decent level.

So fiddling with the passive should be done very carefully. And it should only be done once they know the effect that the signet boost is having on people.

And you have to remember that Healing Signet is a healing skill. It’s something that you’re supposed to be using. The devs specifically mentioned that the purpose of boosting the passives was so that people would have to evaluate whether they want to use it or not.

Signets are meant to be used for there passives, if the other healing skills are SO much better and the heal is mediocre for both then why use it at all.

Nice job ignoring my point.

My point: The upcoming signet boost will see more people using Signets. This goes hand in hand with more people using Signet Mastery and Deep Strike. Both of these make Healing Signet a very desirable skill to have.

Except its not compared to the other 2 healing abilities, sorry.

The thing is, even with Signet Mastery, the active heal yields about the same amount of hp/s as the passive.

That, to me, looks like the active heals needs a boosting, not the passive.

Healing Signet Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

That is kinda BS, HS has needed a buff for a long time. They said they were gonna look as passives, but HS should heal for atleast 400hp/s.

The thing is, the upcoming signet boost is a dangerous, dangerous step. Most likely a lot of people will start using Dolyak Signet and Signet of Might. We might actually see a ton of viable 5 Signet warriors.

With 5 signets and a lot of good primary effects, Signet Mastery would be a stable on those builds. With that, the active healing on Healing Signet is boosted to a pretty decent level.

So fiddling with the passive should be done very carefully. And it should only be done once they know the effect that the signet boost is having on people.

And you have to remember that Healing Signet is a healing skill. It’s something that you’re supposed to be using. The devs specifically mentioned that the purpose of boosting the passives was so that people would have to evaluate whether they want to use it or not.

Signets are meant to be used for there passives, if the other healing skills are SO much better and the heal is mediocre for both then why use it at all.

Nice job ignoring my point.

My point: The upcoming signet boost will see more people using Signets. This goes hand in hand with more people using Signet Mastery and Deep Strike. Both of these make Healing Signet a very desirable skill to have.

(edited by Olba.5376)

Healing Signet Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

That is kinda BS, HS has needed a buff for a long time. They said they were gonna look as passives, but HS should heal for atleast 400hp/s.

The thing is, the upcoming signet boost is a dangerous, dangerous step. Most likely a lot of people will start using Dolyak Signet and Signet of Might. We might actually see a ton of viable 5 Signet warriors.

With 5 signets and a lot of good primary effects, Signet Mastery would be a stable on those builds. With that, the active healing on Healing Signet is boosted to a pretty decent level.

So fiddling with the passive should be done very carefully. And it should only be done once they know the effect that the signet boost is having on people.

And you have to remember that Healing Signet is a healing skill. It’s something that you’re supposed to be using. The devs specifically mentioned that the purpose of boosting the passives was so that people would have to evaluate whether they want to use it or not.

(edited by Olba.5376)

thieves must de-cloak to spike

in Suggestions

Posted by: Olba.5376

Olba.5376

And the person in the down position trying to fight for his life isn’t relevant?

There is exactly one situation where it’s relevant. When you get downed and your enemy is barely alive. But even these situations almost always end with the alive party just kiting out of range to heal up or using an invulnerability.

Apr 26 2013 SOTG changes Thoughts?

in Warrior

Posted by: Olba.5376

Olba.5376

Ok watching it again now so all signets passives will be doubled this goes for all warriors! So so dolyak should yied +180 tougheness. So I wonder what that means for healing signet?

Ok so the dotted march trait that replaces turtle defense will reduced cripple chill and immoblize by 33% and if hit by any of those condition you get regeneration on a cd.

That’s great until you run against a D/P thief with Infiltrator’s Signet + Quick Recovery trait which will give them four initiative every 10 seconds, making a D/P a true perma-stealth class.

If the thief has Signet of Shadows, that’s 50% movement speed right there. Good luck trying to hit him while they are kiting you to death with shortbow.

I don’t think Anet actually thought this through with making all signet’s passives doubled.

The signet passive buff only applies to single stat buff signets, which will apply 2x the stat buff.

Initiative, run speed and so on are not stats. Power, precision, perhaps even condition duration and such are stats as they appear in the hero panel.

Ok that makes sense or otherwise it would be OP. Still, a thief with Assassin’s signet is going to have 180 power and combine it with Bloodlust stacks, a thief is going to hit hard even in a semi-glass cannon build.

As was mentioned, they specifically said that the doubling only applies “a lot of” the signets that gave a straight 10+level bonus to a stat. And that won’t really be a problem, considering that the active effect of Assassin’s Signet is +15% for 5 attacks.

Because let’s face it, pretty much every other class with signets has at least 1 signet where the passive is excellent. Guardians get Signet of Resolve, Rangers got Signet of Renewal and Signet of of the Hunt, Thieves have Signet of Shadows and Infiltrator’s Signet, Elementalists got Signet of Air, Signet of Water and Signet of Restoration, Mesmers have Signet of Inspiration.

(edited by Olba.5376)

thieves must de-cloak to spike

in Suggestions

Posted by: Olba.5376

Olba.5376

No not burst skills, I’m referring to finishing a target in WvW Doing it in stealth is cowardly bull kitten. Man up!

Excuse me?

Every other class has access to invulnerabilities or stability to stomp. Heck, even without stealth, Blind is still there. And getting Blind on you is as simple as using Black Powder, Infiltrator’s Arrow, Signet of Shadows, Smoke Screen, Blinding Powder, or Cloaked in Shadows.

And besides, stealth stomping isn’t actually that relevant. If you’re alone and you face pretty much anyone and you get downed, you’re done either way. If you’re in a group and you get downed, the group can use AoEs to deal with the thief. Knockbacks, knockdowns, stuns, dazes.

You have to realize that a Thief who is both stealthed AND stomping is going to be sitting in a known location for the full 3 seconds. The only person who is at a disadvantage is the downed person. And that falls into the two cases I described above.

Insta lvl80

in Suggestions

Posted by: Olba.5376

Olba.5376

GW2 isn’t about the higher level stuff.

The fact that you get scaled up or down when the situation calls for it should be clue enough.

Dragons

in Suggestions

Posted by: Olba.5376

Olba.5376

Not sure how well that goes with the lore.

For one, the events that we have are not against dragons themselves, but their minions. Claw of Jormag is a lieutenant to Jormag, Shatterer is a lieutenant to Kralkatorrik and Tequatl the Sunless is a lieutenant to Zhaitan. The only actual Dragon that you kill is Zhaitan in Arah.

For two, the dragons already have humane elements to them. For example, there’s that champion of Kralkatorrik who betrayed his master.

For three, the dragons have been described as something akin to natural disasters. They’re all out to destroy all living things.

So what you’re asking for is some evil thing that is even greater a threat than the Elder Dragons, which are already very much capable of ending all life on the planet. And honestly, if you can already end all life, the next thing up in the scale of power is destruction of the whole planet. And I don’t think we wanna go there, that’s more of a sci-fi thing.

Apr 26 2013 SOTG changes Thoughts?

in Warrior

Posted by: Olba.5376

Olba.5376

I don’t really like the new Signet of Might. Warrior survivability is not so hot, and they’re going to add even more stuff that bypass Shield Stance. Great…

The other buffs sound kind of cool though.

It actually scares me a bit on my engg since I make frequent use of the toolkit. Using the signet of might active to bypass gear shield and land something like backbreaker… that can be pretty powerful.

Conversely, this could be pretty good for my hammer warrior.

Mmm, killing vapor form eles…

Though I wonder, they said “unblockable”, which leaves me to wonder if it could simply be countered with Blind.

Endure pain.

in Warrior

Posted by: Olba.5376

Olba.5376

They should just make it 8 seconds of protection. Also lower the cool-down to 25 seconds.

Then make Sure-Footed a -20% Stance cool-down trait also.

Stances are just not viable.

Yeah because we totally want Warriors to run around with 50% uptime on Protection on top of permanent fury, swiftness and 8+ stacks of might.

Endure pain.

in Warrior

Posted by: Olba.5376

Olba.5376

Its bugged. The description is "Take no damage from attacks. " But this isnt true. because it doesn’t make you invulnerable. Elemental mist form makes them invulnerable they actually take no damage from attacks but endure pain on take no damage from physical attacks. But I have also found this not to be always true as well.

Excuse me?

It was already stated that Endure Pain does not give you invulnerability, but rather makes you immune to physical damage.

You can still be pulled stunned, knocked back knocked down crippled bleed poised ete etc.

It’s a damage immunity skill, not a stability skill.

Endure pain.

in Warrior

Posted by: Olba.5376

Olba.5376

Endure Pain only reduces incoming damage to 0 from non-condition sources. All effects and conditions on you will continue to do damage to you.

10 bleed stacks should not be downing you ‘quickly’ unless you are already near death even in the most glass-cannon of Warrior specs. And if that is the case, build for more condition removal.

Someone in full Rabid’s will bleed you for 92 dmg/s. 10 Stacks and that’s 920/s.
Someone in full Rabid’s will burn you for 578 dmg/s.
Someone in full Rabid’s will poison you for 184 dmg/s.

Total, just from those three sources, is 1,682 dmg/s. That’s means if you have no additional Vitality, you’re dead in 12 seconds.

Throw in a Fear necro and you’re looking at another 662 dmg/s for a total of 2,344 dmg/s. You gonna die in 9 seconds.

(edited by Olba.5376)

Diminishing Returns; how do I get rid of it?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

You need to have a legendary?

Yes! You are not a real GW2 player if you don’t have one, didn’t you get the memo?

(just kidding, if not obvious)

Does that make one imaginary then?

Change Armor stat from numbers to %

in Suggestions

Posted by: Olba.5376

Olba.5376

http://gw2buildcraft.com/calculator/ this site has this stat Damage Reduction, or is it inacurate?

Check the FAQ.

In there, we have the following:

Damage reduction tells you how much direct damage meant for a 1836 armor character is reduced by.

It’s a pretty meaningless number, since 1836 is apparently the lowest possible armor value for a level 80 character in full exotics. By meaningless I mean 1836 is the least amount of armor a light armor character with no additional toughness is going to have.

One thing you have to realize about GW2BuildCraft is that it’s a comparison-based tool. What this means is the following statements:

  • Effective HP tells you how much HP your character would have if you converted all your toughness and armor into HP and gave him light armor with no additional toughness instead
  • Effective Power tells you the average effective Power (the amount of power you have when taking into account crit% and crit dmg%) your character has
  • Damage Reduction tells you how much less damage you’re taking with your current armor in comparison to a light armor character with no additional toughness

(edited by Olba.5376)

I am feeling a lot like this guy

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

I don’t quite see the connection between the OP and the post he linked.

The guy in the linked post was disheartened by the lack of a specific weapon he felt was necessary. That and the lack of feeling like a necessary member when in a group.

The OP was bothered by the lack of “progression”, in that a higher level in a lower zone is not ridiculously powerful.

To the OP, I would like to say something: Have you ever tried going to a zone that is significantly higher than your own level? Because if you do, you’ll get your kitten kicked. Level up to the level of the zone and go back and you’ll be just fine.

Also, I think that there is a clearly progression. If you’re playing a class for the first time, the level is irrelevant: the time you spend is going to prove much more important. And if you’re not, you still have the aforementioned “growing into” higher level zones.

My personal opinion is that the downleveling is one of the best things in the game. It allowed for me to play with my friend without feeling dull and bored, even though I was like 60 levels higher.

And if you think that there is no significance to the levels, then look no further than the traits and skill slots. Before 30, you don’t have access to all of your skill slots, so regardless of how skilled you are, you’re still going to gain something from going up to 30.

The same is true for Traits, but that is a bit less straightforward, as it depends on your build. Some builds have singular traits that are literally build-defining, such as Forceful Greatsword, Vigorous Shouts, Quick Breathing, Hidden Killer, Shadow’s Rejuvenation and Inspiring Battle Standard.

For example, for Warriors, the trait Forceful Greatsword makes a massive difference between a Warrior who has it and a Warrior that does not.

(edited by Olba.5376)

ANet's assitance needed - TP theme guild!

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

The trading post is part of Tyria, I know of no current way to earn a ban interacting with it.

So we can take that as an ok for all the trading tools as well? ex) things like zicore’s trading notifier

That’s not a valid deduction, as John’s statement is clearly about interacting within the game as a playable character, rather than interacting with the TP at all.

Queen's day in Holland

in Suggestions

Posted by: Olba.5376

Olba.5376

GW2 is not GW1.

In case you missed it, we did not get anything on GW2 on either St Pat’s or Thanksgiving. Can’t say for TLAPD, since I hadn’t bought the game at that time.

And let’s be honest, Thanksgiving and St Pat’s are far from being comparable to Christmas or Halloween in terms of international celebrations go. Heck, TLADP isn’t even an official holiday anywhere in the world. As an example, Thanksgiving has no status in Finland as a holiday. It’s just a date with a fancy name.

And finally, political events are not holidays. It might be a major event in a single country, but if we started celebrating every single major political event in all the European countries and the US, we’d be having celebrations like every week.

(edited by Olba.5376)

Enhancements to Armor and Weapons?

in Players Helping Players

Posted by: Olba.5376

Olba.5376

I tried to do that. Bought some and …. the new add on erased the old one and I still had
only one instead of both enhancements showing.
Obviously there is a way to do what I tried to do but I did NOT do it properly. So how do you add the second, third, etc Rune to an item?

You can only put one Rune/Sigil/Crest/Gem into a single piece of gear.

You get the bonuses by having the same rune in multiple pieces of gear.

Also something to note, if a rune, such as Rune of Soldier states that it has 10 Vitality for 1 and 6 Toughness for two, this means that equipping two of the same rune (in two different pieces of gear) gets you 10 Vitality and 6 Toughness, rather than 20 Vitality and 6 Toughness.

(edited by Olba.5376)

Why most wars use the same utilities (PvP)

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Posted by: Olba.5376

Olba.5376

That’s what I said Scoobaniec xD, I think I misundesrtood you?

Probly..i was mean why all the adrenaline we had goes to 0 when the burst skill got a cd atm.. Its like 2x cd, first to cast a skill, second to build adrenaline.

Because we could easily pop Signet of Fury and Healing Surge to get 3 Eviscerates/Earthshakers/Kill Shots in a row.

And in case that does not seem so overpowered:

  • Three Eviscerates would have higher damage than Mug>CnD>Backstab
  • Three Earthshakers would give you a total of 6 seconds of stun with a cast time of 2.25s, so you would have almost 4 seconds to beat away. Think 3x Earthshaker > 100B
  • Three Kill Shots would give you damage higher than three Eviscerates, from a range of 1500.

(edited by Olba.5376)

I wish they would nerf my Warrior.

in Warrior

Posted by: Olba.5376

Olba.5376

50% less damage would still put it in the same damage range as Volley. Which is quite something.

Why most wars use the same utilities (PvP)

in Warrior

Posted by: Olba.5376

Olba.5376

And to the above poster, having to take a 90 second cool down skill, which doesn’t even stop conditions being inflicted btw, just for a flat out 25% attack speed increase is not worth it. It wastes 2 utilities of which the warrior already lacks stated in many topics.

As I said, people do that now because of the damage effect. Remove that, and most people would switch to use Balanced Stance, as its a stunbreaker and gives Stability, both of which would greatly benefit Frenzy. Heck, most people are already running Balanced Stance on their bars.

I still advocate they get rid of most of these stances and add them to f1-f4, and instead of a burst skill they make the warrior mechanic active stance juggling. I haven’t really worked out the kinks or thought of it in depth but yeah, something like that seems to work.

So you want to revamp the whole class? Nice, while you’re at it let’s give Thieves cooldowns. And do whatever else we can to totally kitten up all the class mechanics of other professions.

The thing is, there are people who love the mechanic we have.

And if you remove the burst skills, that also means you have a ton of things that need reworking. Adrenaline would be gone and all the traits relating to burst, burst damage and adrenaline would need to be redone. That’d be 14 out of 75 traits, btw. Add in the ones relating to stances and you’re up to 19 out of 75.

And you would also need to replace out Stances with some proper skills. That’d be 4 new utilities out of 20, for a 20% revamp rate.

And please don’t tell me that changing 25% of our traits and 20% of our utilities is not a complete rewrite of the class.

Profession idea = Dragonic

in Suggestions

Posted by: Olba.5376

Olba.5376

First off I’ve been playing gw2 for about 2 weeks and I have thought of a few ideas. One idea was for a new profession that would be a dragon like profession with some of the elder dragon’s powers, and for a few reasons. The profession could use abilities to summon an elder dragon’s minions and use them in combat, or the profession could use the elder dragon’s powers to transform into a form similar to the elder dragon’s minions or even into an dragon.
I would like to see a profession that could transform into alternate forms as a combat style (more often then others I mean) and I think it would be nice to see my character use the elder dragons powers against them.
I,ve seen some-what an example of this during the crucible of eternity dungeon against the boss “subject alpha” who could use abilities that represented each of the elder dragons powers.
Anyway that is one my ideas for gw2 and please do not criticize it thank you.

Wouldn’t work.

For one, the Elder Dragons are not pets. You can’t just tame them.

For two, the powers of the minions of the Elder Dragons are massive. The “dragons” that we fight in the game, except for Zhaitan, are exactly that, minions of the Elder Dragons. Can you imagine a class being able to summon Claw of Jormag or The Shatterer at will?

For three, the Elder Dragons are corruptive. In comparison, our players are heroes. You don’t mix those two.

And besides, we already have mobs that are dragon-corrupted members of the races we have. So the suggestion does not work at all lore-wise, as every single player would have the ability to attack you and every single NPC would automatically attack you.

(edited by Olba.5376)

Single target damage

in Players Helping Players

Posted by: Olba.5376

Olba.5376

What ?
Most single target ?
Most single target single skill ?
Most single target biggest number ?
Most single target DPS ?
Most burst dmg ?
Most single target burst dmg ?

Also, are we talking mobile targets or stationary targets?

Making GW2 More Like GW1 - Cross Class Skills

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Posted by: Olba.5376

Olba.5376

Can’t work because of the lack on an energy bar. Or for non-GW1 players, mana bar.

With only cooldown restrictions to the spells, a warrior could be excaty as good at spellcasting az an elementalist.

Can you imagine a warrior blinking at you and then using Time Warp to boost his haste a bit? Or with elementalist skill RTL?

Or a ranger with necromancer minions.

Time warp is an elite skill. Necro minions are all utilities, heals or elites. The OP is talking about weapon skills only.

And even then, he’s only talking about using weapon skills of a specific weapon. For example, a Warrior could use the GS skills of a Guardian, but not the dagger skills of an elementalist, as Warriors cannot use a dagger.

Naturally, that brings troublesome issues with all dagger classes gaining access to Cloak and Dagger.

Why most wars use the same utilities (PvP)

in Warrior

Posted by: Olba.5376

Olba.5376

Dolyak Signet: The single worst warrior utility. The added toughness is meaningless at level 80, and we already have stability in a skill that is instant cast, a stun breaker, and on a 20 second cooldown. This should probably get a flat 5% damage reduction passive, and a ~30 second cooldown instead of 60, or keep the 60 second cooldown and make the active give protection boon.

Do you realize that since Protection gives a 33% damage reduction, to make it average to 5%, you’d have to make it something like 3 seconds of Protection every 20 seconds?

In comparison, Signet of Inspiration gives out random protection at 3 seconds duration.

Frenzy: The self damage penalty is unwaranted, post quickness patch. Especially considering that this is a stun breaker. If you’re stunned, you’re about to get hit HARD by a combo, so it’s useless in that respect. I think get rid of both the self damage penalty, and the stun breaker effect.

That’s insane. Most people were already using Endure Pain to get rid of the Frenzy effect. Take away the damage penalty and the stunbreaker and you’ll just have people use something like Balanced Stance with Frenzy instead.

Forcefull Greatsword / Superior sigil of Str

in Warrior

Posted by: Olba.5376

Olba.5376

Sigils have internal cooldowns. Traits don’t.

I can verify this from having procced 3 bleeds with Sever Artery due to Superior Sigil of Earth and Precise Strikes.

More Skimpy Armor Please? [Merged]

in Suggestions

Posted by: Olba.5376

Olba.5376

Guess whats the most popular human armor within the game? You guess it, the human cultural tier 3.

How does one determine this?

By sitting in Lion’s Arch for a week and documenting all the armors used by all the passersby? Decent enough sample size and you could extrapolate with good accuracy.

Though I doubt he’s done that.

Change Armor stat from numbers to %

in Suggestions

Posted by: Olba.5376

Olba.5376

Can you explain, because i didn’t get it. I got this if you have let’s say 3000 and you get damage 2500. That means 2500/3000=~0,83 and what does this number means ?
Can you write some kind of formula.
Thanks for anwsers

What you don’t see because you always have a lot of armor is that at level 80, you are actually often doing 2000000 damage attacks. 2000000 / 2000 = 1000 damage after armor mitigation. 2000000 / 3000 = 666 damage. Going from 2000 to 3000 armor reduces all damage you receive by 33%.

I think what you just said is simply going to confuse him.

What stof means is that the damage which you deal has the armor value factored in it. As you can see from the wiki article linked, your damage is calculated with (power*weapon*coefficient)/armor.

Outside of assuming a power value for your opponent, there is very little you can do in the form of guesstimating how much your armor reduces the damage.

For example, every class has a minimum of 916 power at level 80.Thus, with 2,000 armor, you’re talking taking 916/2000 = 45.8% of the base damage that they deal. Going up to 2500 would make it 36.64%, for an increase of 25% less damage taken. Naturally, since everyone has at least 916 power, those values are maximum damage reductions for those armor values.

But honestly, I am not quite sure that adding the percentage would help. At least not with how our tooltips function currently. At level 80, the tooltip damage is your average damage against someone level 80 with 2600 armor. Now, if you added the damage reduction percentage to the Hero menu, you would just confuse people. For example, if I see that my Eviscerate has 2900 damage on it, but my armor says damage is reduced by 50%. Now, if I did not know how the tooltip functions, my only plausible conclusion would be that against a Warrior like myself, I would end up hitting 1,450 damage.

And changing the tooltip comes with a lot of extra baggage. For one, removing the armor divisor would lead to, as stof said, to damage numbers in the millions. For example, most exotics have around 1000 damage, so with the base 916 power that leads to 916,000 damage. Clearly, they put in the armor divisor so that the numbers would stay small. And even if they did change it, they would also have to change the golems in the Mists, of which I believe the Heavy one has 2600 armor.

Making GW2 More Like GW1 - Cross Class Skills

in Suggestions

Posted by: Olba.5376

Olba.5376

It worked pretty well for seven years, and I’d trust them to balance a fraction of that number within a much more limited and controlled framework as we have in GW2.

Yes, it worked so well that we have developers saying that one of the reasons GW2 was made because balancing GW1 was a freaking nightmare.

When gauging skill interactions you had to consider literally every other skill on every other profession on the same bar, factor in that everything that wasn’t a condition stacked with other effects of the same type, etc. This system is FAR simplified. There are a limited number of buffs and debuffs with static effects, and what’s more, any given skill would only ever need gauged in terms of its interactions with three utilities, one elite (and let’s face it, elites more often than not don’t interact meaningfully with any other skill on your bar anyway), and a maximum of four other weapon skills from an extremely limited pool at a time.

That’s EXTREMELY limited in scope compared to the first game, where each character had around 100 skills per class by the time EOTN hit, that, with the exception of elites, could be slotted in any combination on an 8 slot bar, were buffs/debuffs all by themselves, and every character had two classes. Here you’ve got seven skills with extreme exclusivity requirements, and only three that are “freeform” in the manner that GW1 skills were. I really, Really don’t think making a pass on professions and adding an alternate 1/2/3/4/5 option per weapon (and many classes have offhand-only limits on several types, further cutting this number) is outside the realm of possibility for reasonable balance.

It might be a limited scope in comparison, but that does not mean that it’s not going to produce issues.

And even if you discard the balance issue as irrelevant, that still does not solve the issues with class-specific mechanics such as Warrior burst skills, Thief dualwield and elementalist attunements.

And heck, even if it was all somehow doable, that does not make it a good thing. The classes are there so that they are unique. Your option would kinda make that go away. Thieves lose their unique stealth because all dagger-wielding classes could get Cloak and Dagger. Guardians lose their unique symbols. Mesmers would lose their phantasms and illusions. Necromancers would lose their Marks.

And to answer the question you will ask: No, it’s never worth it to lose class uniqueness in the name of build diversity. You can get build diversity elsewhere, but you cannot get back the feeling of uniqueness if you take away classes. After all, the only difference between two professions of the same race is the profession.

(edited by Olba.5376)

Making GW2 More Like GW1 - Cross Class Skills

in Suggestions

Posted by: Olba.5376

Olba.5376

I’ve posted about this before, but I feel like skills being “hard wired” to weapons is a good system. Where we could expand it is in terms of weapons being able to drop or be crafted with variant skills, and adding a sort of advanced transmute to combine weapons to get exactly the skills you’d like on your weapon.

I sometimes find myself wishing that a specific weapon would have skills from other weapon sets. But then I realize how much of a balancing nightmare it would be. Even if you were only allowed to choose from all the available skills in specific slots, it would end up with things like Warriors with axe auto-attack, Savage Leap, 100 blades, Charge and Shield Stance all in one. Or Thieves with Backstab, Heartseeker, Shadow Shot, Headshot and Cloak and Dagger.

This would also open up some fun loot possibilities in that weapons could contain alternate versions of skills with prestige effects, character shouts, and other distincitive visual flair which would really spice up the loot pool. Imagine that each named exotic had at least one “unique” skill animation effect for every class capable of wielding it for example, and that all rares had a good 40%ish chance to have some sort of unique version of a skill.

You would have to be pretty careful though. There are some exotics, plus of course Legendaries, that give trail effects, so giving flashy effects to skills could be seen as a bad thing.

Also, the visual effect was a big hook on the Molten pick.

Personally, I would love to have my human using the voice overs from other races, especially if they came with an awkward tone to them.

You misunderstand. I mean doing something like “expand the number of greatsword skills to 10, with 2x complete greatsword bars” Weapons will drop with a random selection of these skills slotted, and you can use crafting at a low cost to destroy one weapon to move its skill to that slot on the other. So, basically, if you wanted hundred blades and in stead you have th other #2 skill, you need only find a GS with hundred blades and transmute the skill to yours.

Even with just 2 sets of 5 skills, by being allowed to pick any 2, you’re left with a total of 2^5 = 32 different sets and that’s for a single weapon. Right now, Warriors stand at the top of having the most weapons at 21. 21 is a lot less than 32, and clearly all of our weapon sets are not balanced.

Right now, Warrior has a total of 21 different weapon sets, each with 5 skills. That’s of course 21 different combinations you can choose from. But if you were able to choose from 2 skills for every slot for every combination, that’s 32*21 = 672 different skill sets for a Warrior. Oh, double that if you think of in-combat weapon set pairs.

Currently, Warrior+Necro+Mesmer+Guardian+Ranger have a total of 72 weapon combinations that require balancing. With your suggestion, it’d be 32 times that, for 2,304. And that’s not a manageable number at all. Naturally, adding in Ele, Thief and Engi would bring that number up significantly as well, but computing the exact combinations is a bit complex.

And that’s only balancing within the class. Balancing across all classes, with that many possibilities, would probably be an impossible task. Heck, even attempting to balance it would be a tremendous uptaking.

(edited by Olba.5376)

It doesn't matter what you spec / equip..

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Mmm… it’s a dilemma, actually.

By having bosses with really strong attacks, you make it so that people have to dodge and move around, which is one of the better things in the GW2 combat system. That comes at the cost of gear diversity, for PvE.

However, if they made it so that your gear could greatly decrease the damage you take, you would end up with a faux trinity, with support guardians being “tanks”, staff eles being “healers” and the rest being “dps”.

It literally doesnt matter what you equip or how you set your traits up, if you can time dodges well, get to know the mechanics of a fight, you know what your skills do and you group well, you can do anything this game has to offer. Thus making you absolutely no more desirable in any situation than any other person,

Excuse me, but that statement bothers me. Firstly, if you dodge well and know your class well, know the bosses well, clearly you’re more desirable than some newbie who crafted to 80 in LA and has never been to a dungeon.

Secondly, have you seen all the complaints people post here about MF gear? In principle, the anti-MF crowd argues about lower DPS/survivability, whereas the pro-MF crowd argues mod combinations (Explorer’s has just as much +prec/pow as Knight’s armor) or player skill (not needing toughness/vitality because they can dodge).

(edited by Olba.5376)

We don't care about clipping! Add more!

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

I care about it as well.

I put long hair on my Guardian, but I quickly regretted it as it clipped with his armor.

Similarly, lack of clipping matters a ton to me when I’m making a unique armor set by combining pieces from various different sets.

Clipping is also very annoying if you’re using colors that have a high contrast different, for example Abyss and Celestial. Especially if you’re using 3 or more colours.

More Skimpy Armor Please? [Merged]

in Suggestions

Posted by: Olba.5376

Olba.5376

ESRB TEEN
Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language.
I think skimpy armor falls under suggestive themes.

MATURE
Content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language.
I don’t think that skimpy armor rises to the level of sexual content. So I don’t understand why we can’t have so more skimpy armor or even kinky armor.

Those are just guidelines. It could easily be ruled that a bunch of latex bondage armor is obscene and thus the game gets slapped with the higher rating.

Warriors and Pistols

in Suggestions

Posted by: Olba.5376

Olba.5376

Guardians have Mace/Scepter.
Warriors have off-hand mace.
Engineers have Pistol/Shield.
Rangers have Axe/Torch.
Thieves have Dagger/Pistol.
Elementalists have Scepter/Dagger.
Mesmers have Scepter/Pistol.
Necromancers have Axe/Dagger.

So in essence, every class has some combination that only they can use. I think that’s wonderful and should not be taken away.

By allowing Warriors to have pistols, you would let them have Pistol/Pistol, Pistol/Shield, Sword/Pistol, and a bunch of combinations that don’t even exist currently.

The thing is, if you added those, Warriors would have much more skills to choose from than any other race. Also, the new sets would need new traits, which means Warriors would also have more traits to choose from. And with that we eventually end up with Warriors having more trait points to allocate than everyone else.

You can’t add new weapons without giving the proper support with traits. Of course this means that any new weapon means that everyone gets new traits. And we already have a lot of traits which should be tweaked, so let’s not add to that problem.

Making GW2 More Like GW1 - Cross Class Skills

in Suggestions

Posted by: Olba.5376

Olba.5376

I’ve posted about this before, but I feel like skills being “hard wired” to weapons is a good system. Where we could expand it is in terms of weapons being able to drop or be crafted with variant skills, and adding a sort of advanced transmute to combine weapons to get exactly the skills you’d like on your weapon.

I sometimes find myself wishing that a specific weapon would have skills from other weapon sets. But then I realize how much of a balancing nightmare it would be. Even if you were only allowed to choose from all the available skills in specific slots, it would end up with things like Warriors with axe auto-attack, Savage Leap, 100 blades, Charge and Shield Stance all in one. Or Thieves with Backstab, Heartseeker, Shadow Shot, Headshot and Cloak and Dagger.

This would also open up some fun loot possibilities in that weapons could contain alternate versions of skills with prestige effects, character shouts, and other distincitive visual flair which would really spice up the loot pool. Imagine that each named exotic had at least one “unique” skill animation effect for every class capable of wielding it for example, and that all rares had a good 40%ish chance to have some sort of unique version of a skill.

You would have to be pretty careful though. There are some exotics, plus of course Legendaries, that give trail effects, so giving flashy effects to skills could be seen as a bad thing.

Also, the visual effect was a big hook on the Molten pick.

Personally, I would love to have my human using the voice overs from other races, especially if they came with an awkward tone to them.

Signets and their current state

in Warrior

Posted by: Olba.5376

Olba.5376

The passive effects need improved really, not the active effects. Other active effects like “Stances” however need greatly improved. Perhaps these ideas could be stances instead?

Stances need improvements? Have you seen how many people run Balanced Stance or Endure Pain?

If you ask me, Berserker Stance is the one that needs looking at.

I think it’s partly because they are the only decent source of Stability and damage reduction on Warriors…

As a shout warrior, it does make me sad that I would have to drop one of my three healing, condition removing shouts if I wanted Stability.

Frankly, Endure Pain (traited) is rather crap compared to Ranger Signet of Stone (traited, has nearly the same recharge, the same duration but Ranger gets constant toughness when it’s not in use + pet also takes no damage). Balance Stance is moderately good compared to other stability skills and the other two seem meh.

Rangers do have medium armor and lower health, though.

The way I see it is that the useful Stances are very situational. Sadly, Frenzy and Berserker Stance have massive issues. Frenzy is currently rather weak, but I think the nerf was necessary, CC>Frenzy>100B wasn’t even funny. Berserker Stance has far too much competition when it comes to switch adrenaline gain for a Warrior, mainly with the traits in the Discipline line and Signet of Fury/Healing Surge.

Honestly, I think Berserker Stance could use a full redesign, considering how inferior it is to the other options for gaining adrenaline. Not sure on what could be done with Frenzy, as increasing the effect duration wouldn’t really make it any more useful due to cooldowns, but I like the idea behind it: it’s our glasscannon thing.

Healing Power

in Players Helping Players

Posted by: Olba.5376

Olba.5376

If it’s not obvious yet, each skill scales differently with healing power.

All I do is die!!!

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Risen are nothing compared to the OP Krait and Hyleks with their poison

Get Quick Breathing and grab a warhorn, it’ll turn the poison into Regeneration.

Warrior was my first class. I had tons of problems and I kept dying. I didn’t like using a Sword because it felt like I had to keep moving to really make good use of the bleeding. Then I rolled a Thief. Trying to play my Thief like I had my Warrior quickly turned into a lot of deaths. The one thing that I learned from my Thief is how key movement is in GW2.

Look, 100 Blades is awesome. It’s neat to see your damage go beyond 10,000 points. However, the greatsword shines because of its high mobility. Learn to use Whirlwind Attack and Bladetrail to your advantage.

Also, Berserker armor is not the best option to have if you’re not too confident about your survival. I spent a long time running with full Knight’s armor (toughness/power/precision), eventually getting a full armor set of Soldier’s (Power/Toughness/Vitality). Only after I returned from my Thief did I get my Warrior mostly Berserker pieces.

Signets and their current state

in Warrior

Posted by: Olba.5376

Olba.5376

The passive effects need improved really, not the active effects. Other active effects like “Stances” however need greatly improved. Perhaps these ideas could be stances instead?

Stances need improvements? Have you seen how many people run Balanced Stance or Endure Pain?

If you ask me, Berserker Stance is the one that needs looking at.

Making GW2 More Like GW1 - Cross Class Skills

in Suggestions

Posted by: Olba.5376

Olba.5376

IDEA/SUGGESTION

What if an aspect of the old Dual Profession system was brought back…so that you could choose a secondary Profession and wield the Weapon Skills (ONLY the Weapon Skills, not Utilities or Elites) of your chosen secondary class?

For example, let us say that I am a Guardian who has chosen Warrior as my secondary. Both the Guardian and the Warrior have many over-lapping weapons available to them. Let’s pretend that I wish to wield a Sword & Shield, weapons that are common to both Professions. Now, under this theoretical system, whenever I wield a weapon for which both my classes have skills, I would be able to choose which Profession’s skills I have on my bar for those weapons.

So, as a Guardian, I would have the option to either be using the:

(A.) Guardian’s 1-handed Sword Skills + Guardian Shield Skills
(B.) Guardian’s 1-handed Sword Skills + Warrior Shield Skills
(C.) Warrior’s 1-handed Sword Skills + Guardian Shield Skills
(D.) Warrior’s 1-handed Sword Skills + Warrior Shield Skills

No, just no. It would never work. Firstly, there would be balance issues like D/D eles who end up with CnD. Secondly, there would be skill issues such as Thieves with their stealth skills and their off-hand dependant third skills.

And what would happen with all the class mechanics? For example, would choosing the main hand of a different class give Warriors new burst skills as well? Would choosing an elementalist MH/OH allow any class access to attunement swaps? What about kits on an engi?

And how would it work with an Elementalist? Would they be able to choose a different profession’s skills for every attunement, or would they have to settle for just one combination for all the attunements?

This new system could potentially be intentionally limited to help preserve Profession weapon identities as well, simply by only allowing you to swap one of your equipped weapon’s skill sets to that of your secondary class (IE You can have either A, B, or C from the list above, but you can NEVER have D. Or in other words, one of your equipped weapons must ALWAYS be using the skill set of your main Profession, so that you can’t just be using an entire other class’s weapon set with your own Utilities + Elite slapped on).

But how would that work with 2h weapons? Or Thieves who use only a mainhand weapon? It would be insane to implement a ton of new skills and then restrict those to setups that use an off-hand weapon.

Obviously this system would not be balanced in the current game. I’m not suggested something like this should just be slapped on. But imagine if the game was made this way from the start or if the weapon skills system was redesigned to implement such an idea?

The thing is, tons of skills would have to be nerfed as new combinations that arise would be far too powerful. And that would leave no one happy. Because believe it or not, there are people who play a class because of the skills they get. Those people have little desire for cross-class skills.

All these topics asking for new skills miss one thing. When GW2 was in production, they said multiple times that one of the biggest issues with GW1 was that the amount of skills was out of control and balancing was a nightmare.

And honestly, the ability to know what your enemy is likely to do is a rather important part of the PvP gameplay. Adding in diversity where you cannot guess what your opponent will come at you with before they’re already on you is just going to result in the “element of surprise” playing a far too big role in things.

(edited by Olba.5376)

WvW ideas

in Suggestions

Posted by: Olba.5376

Olba.5376

Bring back the orbs of power, but instead of staying in one area the orb respawns every 15 mins, put it on every map other than EB it should spawn on the quaggan isle in the center of the map, when taken to any alter of power or waypoint entrance 100 points added to said teams war score. (100 could change probably down to something closer to 50/35)

Why should they bring them back? The orbs of power resulted in dominant servers being even more advantaged and a lot of h4x0rz running around.

Minefield/spike trap blueprints minefield knockback, spike trap cripple or immobilize + damage

Yeah so that you can totally lay a bunch of them in a row in a tower or a keep and make it literally impossible for the attackers to get to the lord as they get knocked off the walls over and over again.

Sapper team blueprints, once finished being built the sapper team will begin to dig in the direction they were placed, they could dig under walls, terrain, whatever. As they move forward the ground above them becomes piled up and any point in their tunnel line can be attacked and if destroyed the tunnel will stop functioning, but if completed your troops will be able to use it as if it was a portal to get through to the other end, range 2000 (they will dig 2000 yards forward from where they were placed)

Would require some pretty heavy balancing, considering that the first use that comes to mind would be going under all the gates to avoid having to beat on them at all.

Portal limited to 5 ppl (or all other aoe being increased to 20 ppl or something inbetween)

Why? Because mesmers make retaking Stonemist easy?

Increasing the AoE cap has already been discussed to death and I am pretty sure that there was no consensus on whether it’d be a good or a bad thing. It’s rather impossible to theorycraft on it.

Change Armor stat from numbers to %

in Suggestions

Posted by: Olba.5376

Olba.5376

But the number tells you EXACTLY how much it reduces damage. If you have 2000 armor, the damage you receive is divided by 2000. It you have 2500 by 2500 and if you have 3000 by 3000.

This is true. However, it’s kinda meaningless considering that the damage formula depends on the weapon, power and skills that your opponent is using. About the only point of reference that you can get is if you happen to have a fully geared characters of all races. Then you could use the tooltips, which assume 2600 armor at level 80, as a point of reference.

Want: Limited timed Sale for cash->gold

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

I don’t think there is a way to distinguish between gems bought at different times.

Also, how the heck would it work? People need to buy gems first before they can convert them. So are you suggesting that they would get a boost on the conversion rate if they chose to sell it for gold? So nothing for someone who buys gems to get stuff from the Gem Store?

Also, if they ever did something like this, the people buying gems with gold would raise a massive kittenstorm about how unfair it is. And then they would have to do a sale on gold-to-gems transactions, effectively nullifying the whole thing.