What I’m asking is for that type of skills to interrupt just finishers, not every skill, if that’s your concern. Finishing an enemy should require you to stay put in one place.
The way things are now, classes with shadowstep skills have an edge over others when finishing enemies in PvP/WvW.
All I’m asking for is balance.Did you know that a full DPS-traited Mesmer with all phantasms up and doing everything he can provides as much damage as your meta axe-mace Warrior pushing 111111 on autoattack?
Yeah, it’s “balance” you’re asking for.
What’s that to do with anything?
I’d have termed it ‘counterplay’.
If that mechanic can completly negate the downed state (shadowstepping out of range), then it leaves no room for counterplay.
But it doesn’t completely negate the downed state, it just moves out of range of the downed player. The stomp can still be prevented & the downed player still has opportunity to get up.
If your opponent is out of your downed skill range a millisecond before you are stomped, how are you supposed to counter that?
You can rally off another opponent, or your allies can interrupt them for you. It’s not a 1v1 game. If you are dueling, getting out of one stomp with a downed ability isn’t going to save you for the next one. Therefore you can only assume the downed state was put in the game for teamwork to begin with, and shadowstep stomps don’t negate that.
What I’m asking is for that type of skills to interrupt just finishers, not every skill, if that’s your concern. Finishing an enemy should require you to stay put in one place.
The way things are now, classes with shadowstep skills have an edge over others when finishing enemies in PvP/WvW.
All I’m asking for is balance.Did you know that a full DPS-traited Mesmer with all phantasms up and doing everything he can provides as much damage as your meta axe-mace Warrior pushing 111111 on autoattack?
Yeah, it’s “balance” you’re asking for.
What’s that to do with anything?
I’d have termed it ‘counterplay’.
If that mechanic can completly negate the downed state (shadowstepping out of range), then it leaves no room for counterplay.
But it doesn’t completely negate the downed state, it just moves out of range of the downed player. The stomp can still be prevented & the downed player still has opportunity to get up.
Constellation Parapet isn’t working.
Screenshot:
Guild would like to request fulfillment of this trek if at all possible.
I was roaming around a bit in the EotM map and got to thinking, “Wow, this place would be an awesome setting for 3 way dota-style fighting. & playing your own character instead of choosing a hero would be pretty epic.”
Also looking at the map, the 3 zones could very easily be fit for the 3 minor races of Tyria. Hylek in the north, Skritt in the west, Quaggans in the East—- they would make for pretty awesome creeps flooding down the different paths through the mists.
well…
yeah, that’s a start.
Bye for now!
~Oni
I think people in general are calling it an expansion sized patch because of its size only and not what the GW2 game establishment called it.
We do not even know the size.
Why would people talk about it that way. And why would ANet not give a clarification. The last thing this game needs are more disappointed people because of false expectations.We know how this ended with “an expansion worth of content” before.
By this statement one can assume it to be large; “Due to the size and scope".
That’s not even in regards to the feature patch… it’s about the final Scarlet LS chapters.
what’s situation on 10.9.x? I haven’t updated from 10.7.5 for fear of losing gw2 playability, but other games are dropping 10.7.5 support now.
I love the epic quality of the events, I love the Scarlet story despite how little others do, but there’s just one thing that ruins it all.
Living story event strategies are broken.
A key component of doing these events has absolutely nothing to do with gameplay, combat tactics, communication doing the fight, gear, profession composition, or anything that a character immersed in the world of Tyria would have a concept of.
I speak of course about Overflow. Currently, manipulating overflows, trying to get into specific overflows, and sitting on your butt waiting and waiting to make sure your place is secure in the right overflow are all key strategies for success in the living story. Yet… overflow… is it justified in the story? Is overflow part of Scarlet’s scheme? Is there some 7th dragon of overflows, using overflows to compartmentalize our successes into irrelevant worlds? Are we going to get a new 9th class specializing in networking, mists theory/magic, and gateway manipulating?
Of course not… that’s just silly. So, why does Anet insist on making content that’s absolutely dependent on overflow manipulation?
it’s already bad enough phantasms disappear when you kill their target and can’t be summoned without a target… I could understand clones maybe but this takes the kitten.
I like that sprockets will be continually available in decent quantities in the future, keeping options open for people that want power/precision/healing. It’s far better than relying on time gated home instance dispensers… for everyone, not just the people with the pick.
I don’t agree that it’s pay to win. It could become a slight economic advantage in the future, but a) it’ll take a long long time to make up the cost of purchasing it and b) I don’t consider bought economic advantages “winning” when there are so many in-game options to gain economic advantages and break the trade center already. People buying gems, or “paying to win” are actually working against inflation.
I don’t agree that people who bought the old items are entitled to refunds or reimbursement of any kind. They got what they paid for, and it still functions as advertised. Technology advances, and you can spend money to keep up to date or you can stick with the version you have.
I understand the concerns of people looking it as a precedent for potentially broken advantages being added to gems-exclusive purchases, but right now I see it as just a slippery slope argument.
You got a costume from a BLTC chest? That sounds great!
I think they mean one of the one-use mystery tonics
I like how PvE players have recieved 2-3 hours of content every 2 weeks for over 6 months now, but the moment WvW players get something new and exciting the PvE players scream that they never get anything.
WvW players have 2 maps, PvP players have about 6 maps, PvE players have like 25 maps.
If anyone should get new maps it’s WvW players. They have been in the borderlands and Eternal Battleground since launch, and now that they get a new place people scream at them.
I know, right? Look at all the… wait…what? Where are you getting that from?
The first and the last thing to do about dailies is – 5 dailies max per account. You choose whichever 5 you want to do, the rest gets locked once you’ve done other 5.
You get a rewards chest once you’ve completed 5, but that doesn’t lock you out of getting achievement points for doing more than 5.
I like the idea of 2h axes, as either skins for gs/hammers or as their own thing.
There are some incredibly odd suggestions in here though… so many anti-cavalry weapons. Pikes? Halberds?? Really??? I understand they’re good, fascinating weapons, but they would be inefficient designs for melee combat where mounted combatants don’t exist… You’d most likely only see weapons of this kind develop about as far as a one-handed spear, one that could be wielded in a spear/shield combination, like a Greek hoplite warrior.
I also think it’s a bit ridiculous as an achievement… I don’t see why people are comparing it to things out of their daily routine. Crafters will get their crafting done, puzzle jumpers get their jumping done, mystic forge & karma vendor just encourages new players to check out things they otherwise wouldn’t, killing ambient creatures keeps their populations in check, wolfing down 25 apple pies… really…
I can see it as encouraging new players to get acclimated to using buff foods, but surely the same could be accomplished with a 3 course meal. I don’t plan on entering my characters into any sort of eating contests, after all.
On top of the micro tools rangers have for pets, I also run a Jag. Drops unwanted aggro completely by going in stealth.
Nobody should be leaving over changes in the dye market… that’s just nonsense.
I believe the people who saved for 6 months to make 300g for a dye which is now going to drop to 50g will be pretty frustrated for having 5 months of progress completely wiped. Those people just might look to switch to another game where progression is safer.
How is 5 months of progress completely wiped? It just makes it easier for other people to get the dye now.
Personally, I think re-releasing dyes helps the economy by keeping their prices in check.
Nobody should be leaving over changes in the dye market… that’s just nonsense. The premium 30+ gold dyes were always a volatile market, they’ve just taken another dip. People who purchased the dyes before the crash in prices may feel a bit ripped off but what they paid must have been worth it to them at the time. The prices will rise again anyways.
Traders should be even more aware of the risks in trading. Traders who invest in only dyes should learn a valuable lesson: diversify your portfolio. Then, when one industry takes a hit, your other investments will keep you safe. If a trader can’t take a hit in a virtual market then why are they trading? There’s no reason to panic and sell at this price. Hell, if they’re so low and so popular maybe it’s a good time to watch their prices and consider buying for when they go up.
Aww there goes another kill count for my daily variety.
Ambients count towards variety. ;3
… or a limited sprint on button push
4) Double jump…. why do so few games offer this.
Would be interesting to get more uses for that endurance bar
spoiler alert
The lighting is actually just the first of many things that will lead to a catastrophic event known as “The Illuminating” when the 7th dragon, Leuchtes, assembles itself as if out of a rift in the sky.
(edited by Oniyui.8279)
The pirates running the barge beneath the mystic forge.
Oh wow, Scarlet’s been the protagonist the whole time? What a twist!
Mesmer sounds like a good fit, but I find a lot of people get discouraged while leveling one. Do your best to try to stick with it and it’s very rewarding and fun.
Don’t touch the shiny.
From my experience cheese has always been based on really flimsy all-in strategies that you try to catch someone off guard with… like trying to one-shot somebody with a Kill Shot.
What you’re doing would more aptly be described as playing the meta.
An shamanistic race of purple and blue goat-people that have travelled from an alternate dimension on a godly-entity’s craft to gather Kralkatorrik’s jewels to use as a source of power and to adorn their belly-dancers with.
I would like to see more personal story, and maybe bring it out of its linear nature, maybe discover new personal story paths in the open world.
GW2 has its own trinity of dps, support, control.. it just doesn’t work effectively in pve. You don’t have to invest anything into support or control, aside from a few traits and utility choices, and even then control is almost completely broken by Unshakable bosses. DPS is awkward for conditions, and support abilities based on healing power are completely negated by the complete punishing nature of bosses that spam 1-shot abilities.
Honestly I’d just like to see healing power actually apply more healing. Heals are limited in their availability. Every heal has a cooldown, and for every heal there’s several damaging spells. With quantity stacked against healing, at least give healing power some quality.
I think having abilities that can force bleeding and/or burning to tick off an extra second when the ability lands could be something to consider. The ability could proc for any class though traits or be integrated into some weapon abilities. Groups would use the abilities to try keeping stacks of bleed below 25 and make stacks of burning not get pushed into a 2 minute duration where it’s mostly wasted.
I wouldn’t apply it to any other damage conditions, though. They have more purpose than just damage that knocking seconds off them would interfere with.
I’d say give hammer guardian a go. With all the combo fields a staff ele puts out, you’ll get a lot from hammer ability 2. You can just interrupt your auto-attack chain to prevent the light combo field whenever you want to hit another field.
Ironically enough the builds that are being most kitten by this are the hybrid builds that stretch for crit dmg in the first place, and berserker groups will be more prominent and necessary in speed runs.
Agreed
They stated this is the first step of many changes to address, but it still sucks for non zerk dps builds.
This first step will likely cause thousands of people to grind out new ascended gear to adjust for the change… and then get kittened off again when the next change is made.
I can already taste the schadenfreude
I’ll use the Wupwup Claymore as an example as I used it in another thread to illustrate a potential solution that wouldn’t be complicated to implement.
Currently the stats are:
+83 Power
+83 Precision
+83 Toughness
+83 Vitality
+83 Condition Damage
+11% Critical Damage
+83 Healing Power
Rather than making them all 83 points, which with a 16:1 ratio would be a flat 6% nerf (11 – (83/16)) to Crit Damage, the way they should do it with a 16:1 ratio is multiply the current Critical Damage by 16 (11 * 16 = 176) add that to the other stats’ total(83 * 6 = 498) , 498 + 176 being 674, and then divide by 7 to decide the value for the 7 stats evenly.
This would result in a Wupwup Claymore with 96 of each stat instead of 83 +11% crit dmg. The crit damage of 96 ferocity with the 16:1 ratio would be 6%, a 5% nerf counterbalanced by the buffs in the other stats.
Hopefully, Anet thinks along the same lines as I have.
You want the hardcore players to use lower damage like others so others won’t die?
That’s exactly what we want.
My understanding is ferocity will be created numerically in the same way all the stats that go up to 300 in the trait line are.
the ratio of points to % increase will be greater than 10:1. I’ve seen the number 14:1 thrown out, which would mean 300 points in the trait line would be 21% crit damage, a significant drop from the current 30%. I think this was just used as an example, though.
Gear that currently has crit damage on it will have crit damage treated as a secondary stat on gear. For example, on Rampager’s the primary stat is Precision, secondary stats are Condi dmg and power, both in equal amounts. Berserker, instead of being Power primary stat, precision secondary, and arbitrary amount of crit damage, it will have ferocity equal to the amount of precision it has, like secondary stat. For celestial it will have the same amount as there are other stats. Divinity runes, for instance, instead of being +10 all stats, +2% crit damage, would become just +10 all stats (including ferocity)… which if the ratio is greater than 10:1 ferocity:crit damage%, will be less than 1% crit damage per rune. However, runes are also being reworked so that example is likely not what we will see, just using it to illustrate the change. (although, it does give you an idea of how arbitrarily balanced things with crit damage were)
Zojja’s Claymore
http://wiki.guildwars2.com/wiki/Zojja%27s_Claymore
instead of 188 power, 134 precision, 10% crit damage,
will be something more along the lines of
188 power, 134 precision, 134 ferocity… if the ratio were 14:1, well, you’d lose a whopping 0.4% crit damage
Wupwup’s Claymore
83 everything, 11% crit damage
to just 83 everything…
…83/14 … just under 6% crit damage.
well, ~hopefully~ Celestial gets a hell of a buff. If I were in the devs position I think I’d look at it like this: Take that old 11%, multiply it by the ratio (if 14:1) to get 154, add 498 (6 × 83) representing the other stats for 652, divide by 7 representing the new stats…
so about 93 in each stat. (93, incidentally, would be about 6.5% crit dmg if the ratio were 14:1) Crit-based Celestial dps takes a hit but sustain/support gets a buff. Which really isn’t that bad imo, because you don’t have to go all-in on one stat set.
Really, though, we won’t know a thing until this goes live.
I will bring up one final point that doesn’t get brought up much, though. With ferocity being represented this way, the door opens up for it to be used as the primary stat in gear sets. You could see things like
Oniyui’s Claymore
188 Ferocity
134 Power
134 Precision
using the same ratio as before, this baby would pack a walloping 13.4 crit dmg % increase. Imagine, then, going in full Oniyui gear, getting far more crit damage than ever before! Albeit… sacrificing power.
Since this is going to be the first patch using this system I don’t expect it to be perfect in any way but it does give a way to balance crit damage in proportion to other stats, rather than it being an arbitrary number.
I am concerned about what they mentioned on runes. I thought it was good for build diversity when one person would mix/match runes to get +45% boon duration, while another would get +15% duration, some more stats, and some other neat ability.
Mostly, though, I just hope my Traveler’s set doesn’t lose the 25% speed buff. -_-
Fingers crossed!
As for the ferocity stats, they needed to be normalized into units comparable to other stats. People talk about devs fine tuning with a sledge hammer… increments of 1% are too big to fine tune. The stat needed to be put into units that could be fine tuned before anything else.
So when they added ascended gear (something most people were against and it went against the core ideals of the game), it has caused an issue in which too much damage is being done with crit gear, so now they need to undo the damage that everyone pointed out long before it became one.
Yep, sounds like a typical ANet patch. Lets see all the mistakes they make this time, so we know what will be “fixed” this time next year.
So, you’re saying a typical ANet patch is to be aware of the community’s concerns regarding damage getting too high with new gear, watch how things play out with the new gear for about a month, and then implement a change reflecting the community’s concerns as well as their own observations?
How dare they!
At first I thought they were talking about the trait chart names… but on there it’s called prowess.
Gear stat swaps would realistically be switching from stuff like Assassins into Berserker, not the other way around.
this example is just cementing that there will be more of a stat prioritization on power over precision, which is true. Precision’s value will go down proportionally to the value of how much your crit damage loses value.
I do think it’s worth noting, however, that precision’s decrease in value in that way can be offset by the changes in proc-based sigils in certain builds.
There’s been no mention of encounters being buffed to murder zerker users. It’s still going to be the same offensive build banking on avoiding damage, it’s just going to take a little longer. You won’t get more damage out of other gear. Conditions will have the same issues/limitations they have now and still won’t be recommended most of the time in speed runs.
Although a gear swap wouldn’t be bad… I could fix some of the oddball choices I made in the past.
Welcome to GW2.
Knew it was broken from the start.
Still decided to invest in it regardless.
It gets fixed.
Everyone screams
That about sums it up.
I’m actually glad they’re looking at ferocity as a whole rather than just zerker. I love Celestial on my more support oriented toons, usually going zerker armor as a base (to only have to collect one transmog set per toon), and having multiple trinket sets with zerker, celestial, knights, dire, rampager’s… w/e I think I need. Although… now I might go through and make all my toons a new armor set for whatever stats seem like good alternatives. I’m ok with that.
All of civilization is under threat of annihilation from unimaginably dark forces, and those with the strength to fight are are worrying their weapon just isn’t cool enough.
Personally, I don’t like watching birds landing on the floor.
What do you think if birds land on the ranger’s arm or shoulder when he stops running?
I’d like to read your thoughts and it would be cool to see someone posting some edited pics. I’m not good with photo editors
In WoW the flying pets flap flap flap by your ear forever. I’m very glad they don’t do that.
I used to play moth all the time. It was so soothing it helped me sleep.
Those aren’t wurms, they’re nydus canals. The zerg is just waiting outside one of the entrances.
The scaling isn’t that bad. Compare to what the armor at that level has, not the loss in your stat %
I’m not fan of sword/horn at all. I much prefer axe/axe, taking off hand training for a wider reflect diameter on a 20 sec cooldown. The axes have excellent cleave damage and the #1 ability for axe is quick, largely making up for the smaller single-target damage of the sword’s #1 which is much slower and a 3 step chain attack. It just feels far less clunky and versatile. Occasionally I’ll go axe/horn if the group needs the boons and/or blast finisher, but I feel like I’m contributing a lot more as axe/axe. My pet of choice with axe/axe is the Jungle Stalker.
Weapon switching I’ll usually take a trusty longbow, just because there are some situations where you need to back way off and still do damage. With my bow I bring my trust Fern Hound, which slows enemies down quite a bit with a knockdown and cripple, granting me more space to kite. The regen is also very important.
So I already got into stating I main with Jungle Stalker/Fern Hound. However, if the group is lacking in cleanses I switch to Snow Leopard/Brown Bear or Fern Hound/Brown Bear. The reason I bench the Jungle Stalker is to get anything to slow down the enemy’s movement speed in case the situation gets to the point I have to be able to kite.
I’m hoping my logic seems sound to the ranger community, as I’m still new to the profession.