@Vayne – What’s stopping said casual players from just making a new character from one of the 5 races we already have though? I still don’t think a new race would make the game better in any way. It just doesn’t add anything.
A downside to this would be that it would make changing stats on leg armor take substantially longer.
I have yet to see a single argument that shows how adding a new race would make the game better in any way.
Why would it matter though? Distortion already prevents you from being able to cap a point, so at best this group (and it needs 5 players to have the correct build and also not mess up to keep the distortion up) can troll you and nothing more. They can’t cap anything.
Passive sustain needs to be toned down, this is kitten like having primal burst skills count as T3 adrenaline skills for trivial upkeep on T3 adrenal health and trivial cleansing of 3 condis every 3 seconds.
I don’t think you know what “passive” means, since both those things rely on you actively using a skill to activate them. That is literally the opposite of being passive.
Given the range and low CD on primal burst skills, especially arc divider, its for all intents and purposes passive. You actually have to try to not hit anything with arc divider, and even if you manage to miss, you only need to wait 3 seconds before trying again.
Its essentially a passive, but nice try defending ridiculously broken sustain from primal bursts counting as T3 adrenal skills.
It’s more or less a for fun build. You can’t do anything useful with it (except not die).
Reminds me of a certain ghost thief build.
Except that ghost thief can actually deal damage, this build cannot.
Masteries are the endgame progression…….
^As noted above, jump through any Rift that has been opened. Again, I’m sure any number of players would be happy to open a Rift, anywhere in Tyria. I open them whenever I come across one, whether it’s needed for Dailies, or not.
Good luck.
Oh I misunderstood what he meant. I haven’t found any rifts in the game in months. I’ve found a grand total of 3 rifts since my main got his stabilizer a few months ago. 1 rift was the one that opened itself to start the chain, I found another one about 30 minutes later, and I didn’t see any other rift until last week, but it was on a character that didn’t have a stabilizer.
If they just aren’t even appearing for me, how am I supposed to advance this chain of current events?
The debate as to whether shatters need a tradeoff is definitely a good one to have. Personally, I believe that they should, but that currently the tradeoff is too large (losing all of our illusions baseline, including the damaging ones). In an effort to make the tradeoff more reasonable, I think making chronophantasma baseline would accomplish that.
As for PvP, I don’t personally see this as being an issue honestly. Yes, for core mesmer it would be a buff to their ability to keep phantasms out. But since IR would also be removed, it would be an overall nerf to the ability to keep illusions out, since we would only receive chronophantasma and the traits that require active play to generate clones. Removing IR would already go a long way towards reducing shatter spam from chronomancer, so I think that would be enough to balance chronophantasma going baseline.
Neither. It takes an entire build to get that much distortion, and its not at all easy to keep it up permanently. Its not like they are dealing any significant amount of damage anyway, just ignore the group of trolls.
So how are players supposed to advance that current event chain now?
For the sake of build diversity, I suggest you allow 1 utility change while in combat and keep the rest locked.
IF this idea is implemented, it would make gw2 more interesting to play because of build diversity. The current system is not efficient, take for example this:
For the sake of argument I will take warrior as an example:
- Suppose a warrior equips on my mark to make use of the reveal against thieves, but all of a sudden you are faced against a warrior, necro, or guardian and you rather have balance stance to counter the CC (crowd control) skills. On my mark is pretty much useless against those classes and you are basically using only 2 utilities instead of the 3.
So, this would actually hurt build diversity, not increase it. It would homogenize builds even further, since you would always be able to swap out that 1 utility for each next encounter.
Currently there is more build diversity, since you could choose to make a build dedicated to fighting a certain way, and beating certain other builds. With this proposed change that would stop happening, as everyone would run the same build that was best at as many things as possible and then swap out the weakest utility when they saw someone coming up.
Nerf elite specs then. One of the reasons that people who primarily play PvE aren’t learning their class is because they don’t have to. Elite specs will carry them hard, because those traitline do everything.
Nerf elite spec lines, and people will no longer be able to rely so heavily on them, so people will start learning their classes better
Nice meme there. If you dont know rotations even elite specs wont save you. Was the case before hot is still the case now.
Seriously?
What about if chronophantasma was made baseline and IR was removed, but the clone generating traits from core mesmer would remain? It would still reduce shatter spam considerably, since IR will be gone, but it wouldn’t cripple shatter builds, since they would still be able to use Dueling to generate a pretty decent stream of clones, if they tried (instead of automatically like IR does).
Would be a buff to core mesmer’s ability to keep illusions up, but would be a nerf on the chronomancer shatter spam
FWIW, I think there was a huge amount of pent up demand for leather that would take significant time to eat through, so even if the supply increased significantly, demand was high enough to keep it static.
And once the demand IS chewed through, we’ll have the problem in the opposite direction again. They need to fix the demand.
Exactly. The kittened up demand is the problem here, until its fixed leather will never be in a truly good spot. Best they can do is put it in a not as bad spot.
https://forum-en.gw2archive.eu/forum/archive/suggestions/What-Eternity-Should-Look-Like
This thread has my favorite fan-made eternity skin
It breaks immersion, hard. Here we have the PC who is the (now former) Pact Commander. A character that has taken down 2 elder dragons and fought side by side with some of the toughest characters in in-game lore. While the PC may not be the absolute best at their profession, they also are incredibly powerful. If they weren’t then all the struggles that we go through during the story would be meaningless, as literally anyone could have done the same thing.
So you have this character that is setup to be extremely powerful, and then some nobody, some mercenary comes up and we are expected to believe that they have abilities that the PC will never be able to master?
Mechanics wise I understand why we can never have these skills. But lore wise, this breaks immersion like nothing else does. If we are so kitten powerful, how come our PC mesmers can only cast a single mind stab at a time, whilst every white mantle mesmer can cast a solid 4-5 at once? How come the PC mesmers can’t have their illusions take the killing blows for them like every white mantle mesmer can? This just shatters immersion.
Passive defenses need to be toned down or just removed entirely. These are kitten like defy pain. Passive sustain needs to be toned down, this is kitten like having primal burst skills count as T3 adrenaline skills for trivial upkeep on T3 adrenal health and trivial cleansing of 3 condis every 3 seconds. Some skills need to have the amount of things they do reduced.
Overall a lot of power creep just needs to be nerfed already, and nerfs should come to all classes, not just 1 or 2.
(edited by OriOri.8724)
I have to start by saying that I agree with you on this not being the best solution. I think that specifically suggestions 2 and 3 would be substantially better, but both would require a rework of the shatter mechanic itself, along with the illusion mechanic. So even though I think they are much better solutions, I also think the chances of that happening are exponentially lower, which is why I went with this one.
Also, you bring up a good point about shatter builds. This would definitely be a nerf to shatter builds, and I hadn’t considered them. I’ll think some more about how to incorporate this change without nerfing shatter builds, but if anyone has some ideas I’d love to hear them.
I like some of the fanmade renders of what Eternity could have looked like quite a bit and definitely would not mind if the model was changed.
That said all that I think eternity needs is a toggle that allows you to switch between Dqy mode, Night mode, and auto-switch with the ingame clock. Because of the fact that there are differences between Eternity and Sunrise/twilight, and because of the cost of making Eternity, I think its fair to allow players to pick whichever painting they want if they prefer one over the other.
While I don’t think its a challenge, nor do I think we need more weapon skills, I do agree that it can be frustrating to have the same weapon skills for years, and then see an NPC of the same class use a skill that we will never be able to use for balance reasons.
I understand and sympathize with OP, but I don’t necessarily see this as a problem.
Nerf elite specs then. One of the reasons that people who primarily play PvE aren’t learning their class is because they don’t have to. Elite specs will carry them hard, because those traitline do everything.
Nerf elite spec lines, and people will no longer be able to rely so heavily on them, so people will start learning their classes better
I would like it if the character screen kept track of total world completion, that updated each time a new map was added to the game.
I support this, because I’ve heard a lot of people have problems with this one (I tried it once and promptly decided to never come back).
its a spiral… how can you possibly get lost on a spiral?? pick a wall… follow it up…
Trouble with minimap navigation when you are looking for a specific place that’s marked on the map maybe? It was a big problem with TD, and even though I think that this map was designed nearly perfectly in that its pretty clear if you aren’t on the right level, I could see how it might be confusing for some players.
I think that mesmer, especially base mesmer, has a design problem in that so much of our personal damage is tied up in phantasms, yet we suffer from 2 large barriers on phantasms: it takes a while (compared to other classes power based builds) to get 3 phantasms out and start dealing our full damage potential (not to mention all of this setup being nullified as soon as we kill that 1 enemy), and our class mechanic actively destroys these phantasms, without giving us a significant enough boost for it.
I started another thread to address the first problem, where I originally suggested that phantasms should persist outside of combat, and after some discussion I agreed with others that it would be better for phantasms to be able to retarget if we are still in combat when their target dies. For the second problem, phantasm generation, I also have an idea that I think would solve it without being overpowered and still keep with the concept of mesmer as a class (AKA its not fundamentally changing the shatter mechanic).
I think that Chronophantasma should be made baseline to core mesmer, and in return all illusion generating traits are changed (and possibly PoM being changed or nerfed slightly to balance that chronophantasma would be baseline). This means IR, Desperate Decoy, Deceptive Evasion, and Mental Defense.
What this would do is enable us to use our class mechanic without immediately destroying our main sources of power damage. The removal of illusion generating traits should reduce illusion spam by a substantial amount, even for base mesmer (deceptive evasion makes generating clones trivial), so I think that it would be balanced from that perspective. Base mesmer gets an indirect damage boost, both core mesmer and chronomancers lose the ability to spam illusions via traits which would reduce shatter spam at the same time.
I think this is a fairly balanced request, we gain something and we lose something. I also think it fixes one of the problems outlined above and would improve the design of the class as a whole, but like always I welcome discussion over this to see what other people think.
It can be useful if you don’t like using waypoints and Fields of Ruin is more convenient to get to than the map you’re going to.
Broadly speaking, though, I think ArenaNet should make it so that spontaneous rifts still occur around the pond… or make it so that there’s some way for a player to trigger one (talking to Weirdbringer, for instance). It’d also be nice if they made the thing account-bound rather than soulbound.
I support both of these suggestions very much
I did forget about the might from mirror blade, so that would make it even easier to hit these numbers.
He could also have been running dom/illusions/dueling along with mantra of recovery. By pre charging mantra of recovery and blowing through all 3 charges of it (with HM), he would gain yet another 9% bonus damage. And with such a ridiculous burst, its a fairly safe bet to blow your heal skill if it will ensure a clean kill.
Because you can still apply quickness directly to other players without using SoI. Tides of Time will grant quickness to allies that it hits, Well of Action will grant 4 sec of quickness on the third pulse, and if you use it, TW will grant quickness each pulse. Boon duration affects all of these sources of quickness for allies
Assuming he was full ascended, berserkers armor and assassins trinkets, with full +5 infusions, and scholar runes (since this build would rely on bursting you down quick), that would bring him up to 2627 power and 220% crit damage. Then, they would have taken domination, which has mental anguish, so another 30% damage increase (combat log shows you doing nothing) on top of the 10% damage increase from scholar runes. Then he probably had illusions line, taking compounding power, which would be another 9% damage increase (1 illusion from mirror blade, 2 more from mirror images). So, 30% damage increase, 10% damage increase, 9% damage increase.
After accounting for those damage increases, the base damage per illusion is pretty low. 4,000 / 1.3 = ~3,000 damage. 3,000 / 1.1 = ~2730 damage. 2730 / 1.09 = ~2,500 damage per illusion. Now accounting for the critical damage (220%), the damage per illusion would have been around 1,136. That’s actually doable. The coefficient per illusion for a 3 illusion shatter is about 0.78, ascended GS has an average weapon strength of 1,100, and we know that he had at least 2627 power (haven’t accounted for utility yet).
He was almost certainly taking Rending Shatter in the domination line, which coupled with fragility explains the rising damage you see in the combat log. He was also probably taking shattered strength, that would give him 4 might, he could get another 3 might from Bountiful Disillusionment in the Chaos line for 7 might total. I can definitely see how he could reach such damage numbers, but everything would have to have lined up to do so. He might have had an extra stack of might from SoI, he could have had up to 200 extra power from a writ of masterful strength, I have no idea what consumable he used, but it probably gave him extra power as well. This damage is doable, but not easy to achieve. Plus, he could have just as easily been running full berserkers for the extra power and just got a lucky crit hit on mind wrack, which would definitely put this in the realm of possibilities.
The problem with that is that it simply isn’t true. No matter what they were sold as, in GW2 phantasms are not attacks on the mind. They are physical manifestations in the world, and that is reflected in the fact that anyone can kill your phantasms, not just the person they were cast on.
So clearly they are real, manifested illusions. Which means there’s no reason for them to not persist if we are still in combat.
Hard question. A looks more legendary by itself, because the color effects make it appear as if its leaking magic out of the armor itself. But B has a substantially more menacing look, which could also qualify it to be the “more legendary” look depending on your opinion.
Is it possible? Yes. Will it happen? No. Lore wise Zhaitan is dead, there’s no way to tie him back into the story without something that would amount to a giant kitten YOU to the players. And since all development on new maps (and hence any new metas we might get) is focused by the ongoing story, there is no chance of a meta featuring Zhaitan ever happening.
I’d love it if it did, but it won’t happen
I wouldn’t place them on a time limit, but phantasms most definitely need to persist if we are still in combat when their target dies. We could optionally either have this apply to clones as well or have a trait for clones to persist while in combat, or say kitten it because they are easy to generate regardless.
Eh, the farm could just as well be an attempt to appease us and say “Look, its your fault now if there isn’t enough leather” than an attempt to fix this.
Condition removal is on a Last in First out basis. Its why cover conditions work so well, you apply the highly damaging conditions, then apply 1 stack of vuln or 1 sec blind, and suddenly vuln/blind is the first one stripped when they cleanse their conditions, leaving all the damaging ones in place. Its why we need a cleansing hierarchy for conditions
Don’t make everything squishier, that would be a bad idea.
Instead reduce the ability to bunker that some builds have, mainly by reducing passive defenses, and lowering the amount/duration of personal sustain that some classes have. Then also take a look at reducing burst from some builds, since the bunkers will be gone.
No to open world PvP. Its not a good system.
Open world duels might be acceptable, but only if it was restricted until you hit level 80 (to guarantee you have all skills and traits unlocked, as well as 3 traitlines), had to be a mode where you opted-in to just being able to be sent invitations (so no spamming invitations to people who have no interest in it), and if accounts were permanently silenced if they started harassing players who didn’t want to opt in. But even then I don’t really see a point to open world duels, just use a GH arena, or duel in PvP.
But it would need to reduce the amount of each stat given if a new stat was introduced. Yes, the total stat allocation is higher, but individually each stat is quite low already with celestial. Lowering them even further, I can’t imagine any build that would be able to make good use of that.
I’m not gonna argue that warriors defenses require thought, or that they aren’t braindead, because that would be incorrect. Yes, thieves have the most active defense in the game, but it is there. And ideally other classes would get their passive kitten scaled way back, but that isn’t going to happen unfortunately.
Are you sure you want that? That would lower the amount given for all other stats as well, to the point where they might not be high enough to do anything useful.
It would be better, if this were to happen at all, to introduce a new stat set that included those 2 stats, possibly in the next expansion.
Its just kittening boring.
Thief does burst damage and mobility in exchange for low defense, that’s it, but people remember the glory moments more than the moments where the thief got one shot. And the person who comes to the forum because he got owned by a thief doesn’t know how often that thief gets owned by others.
You guys need to get over this notion of DDs having low defense. First, they have a block on a very short CD if they want to take it. But even if they don’t want to take that utility, they have a stupidly high amount of dodges, as well as the best disengage potential in the game. Just because its not blocks and invulnerabilities doesn’t mean this isn’t a type of defense. And your specific type of defense (that being evades and the ability to GTFO almost at will) also makes you immune to unblockable attacks, something that classes who rely on blocks don’t have the luxury of.
DDs have a high amount of defense. It doesn’t matter that its tied up in evading attacks. Is it more active than blocks? Yes, but that doesn’t mean your defense doesn’t exist.
A pretty easy fix would be to just make leather have a chance to be salvaged from all armor types, not just medium… Especially since all armor types need it to craft anyways.
This would help out a lot definitely, but I would prefer the recipes for patches just be changed to require about 30% less leather
While it might not be great lorewise, I have suggested before to make raid bosses count towards the giant slayer achievement. Its a tedious achievement to do, and raid boss kills are hard timegated anyway, so it wouldn’t trivialize giant slayer at all. But it adds a tiny bit more reason to keep raiding after you get leg armor if you don’t have that achievement yet. And it could potentially entice a few more players to try raids, in order to progress that achievement.
That defeats the purpose of the achievement though which is to kill giants. It’s really no different than letting raid boss kills count towards the skritt slayer achievement with the only difference being that skritt are more numerous.
Technically yes, but it would require 80 weeks of clearing every single raid boss to complete that achievement. Its not like it would make it trivial to complete.
I do understand where you are coming from, but I just see this as a ridiculously easy way to increase the number of “giants” in the game without making the achievement trivial to complete (which, in my opinion, would happen if risen giants counted towards it). You’d still have to work hard at it.
Can you explain why no resurrection magic in GW2 might imply that Dhuum has defeated Grenth?
While it might not be great lorewise, I have suggested before to make raid bosses count towards the giant slayer achievement. Its a tedious achievement to do, and raid boss kills are hard timegated anyway, so it wouldn’t trivialize giant slayer at all. But it adds a tiny bit more reason to keep raiding after you get leg armor if you don’t have that achievement yet. And it could potentially entice a few more players to try raids, in order to progress that achievement.
@Rauderi – I think it would benefit more from a defensive secondary nature. Something like reduce the effectiveness of conditions on you for every XXX healing power. Could be like for every 100 HP, conditions do 5% less damage (multiplicative), and soft CC except for immobilize are 5% less effective (multiplicative). That would go a long way towards turning HP into a bunker stat, it makes conditions less effective, and allows you to heal substantially better.
@Ayrilana – They did state their opinion of it, in a round about way (I don’t remember if they said they weren’t happy with the price of it or if it was more “We wanted to give players the ability to influence the supply of leather on the market” or something else), but that has been several months ago now. And throughout those several months, people have shown that they are still upset over the price of leather
@Illconceived – I don’t pretend that we will reach a perfect equilibrium, but that doesn’t mean we should accept that leather is an order of magnitude more expensive than other T6 mats, for no reason other than the devs refuse to admit they just messed up when changing recipes with HoT.