Showing Posts For OriOri.8724:

Impressions Lvl 80 - frustrate and baffle

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

HoT maps were designed with max masteries in mind, its pretty clear. And while this does suck when you first start exploring those maps, once you unlock the movement based masteries (gliding, updrafts, and bouncing mushrooms) as well as a few QoL ones (advanced gliding/leyline gliding and poison mastery) the zones become 100x more fun to explore.

If you are dying a lot, well this is because its just a sharp jump in difficulty. There is no curve that leads up to HoT from core tyria, there should be but there isn’t. Eventually you’ll get better and you’ll die less often, until then you just have to muscle through it really.

Best advice I can give you is to look in LFG for 2 types of squads. Look for HP trains, these will help you unlock your elite spec very quickly, and the better ones don’t require you to have any WPs unlocked ahead of time. They also give you a ton of exp if you have a few boosters, plenty to unlock the first few masteries (again the most important ones would be gliding, updrafts, and bouncing mushrooms).

The other groups you should look out for are groups doing the meta. Join those groups whenever you can. Not only does a group make the events easier to complete, the other players are there to rez you if you go down, can explain it for you, and know generally where to go/what to do. After doing that a few times you should have a pretty decent idea of what events happen where/when, as well as have your basic masteries unlocked and overall HoT will be much more enjoyable for you

Thief hate this season already

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Posted by: OriOri.8724

OriOri.8724

I am not denying there are bad thieves, but often teams resort to blaming the thief instead of looking at own mistakes. It has been done to me, i also have seen decent thieves getting flamed by their teammates way too many times.

This is just a problem with people in general. When they fail a team event, a lot of people will look anywhere but themselves to place the blame, because they don’t want to be bothered to put in the effort to improve themselves. Its sad, but its true.

The reason that this is often directed at thieves is because its really easy to be really bad at the class. So people just assume that its the thief’s fault, even if they (the player blaming the thief) are the one doing everything wrong.

Minimum System Requirements is way outdated !

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

So the thing about minimum specs are that they are the minimum specs. It means you can run the game, and that’s about it. Do anything super intensive (like scale the graphics up, participate in events with lots of people, zerg fight in WvW) and the minimum specs can’t handle it. That doesn’t necessarily mean they need to be updated.

One thing that ANet could do though is to also add a “recommended requirements” below/above the minimum requirements. These would probably be the specs to play on medium-high settings for the graphics, and being able to participate in world boss fights/zergs/other large scale events/fights. Not enough to have you always at 60fps, but enough to where you won’t be crashing.

Also, stop bringing up the DX crap. We have been told straight up that moving to DX11 won’t improve the performance of the game at all. If you refuse to believe that I don’t know what to tell you, but upgrading to DX11 won’t make the game run any better. It just won’t.

Suggestion: Tomes of Knowledge

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

The leveling process is pretty kitten quick in GW2 honestly. My biggest gripe with it is that as I level new toons I’ve noticed that I can map complete a zone that says it has a 5 level range and only level up twice from it, or map complete a zone that says its for a 10 (or even 15 for Lornars pass) level range and only get about 4-5 levels out of it. And really this is only a gripe because it means I frequently have to switch to a different zone because the final hearts/HPs in a zone are ~8-10 levels above my character, who entered that zone at the right level. And even then it only annoys me because I can be single minded, and once i start a zone I like to finish that zone before moving on to another one (aka its just a personal problem, not one with the leveling process itself).

Only change that I think ToK need is to be able to right click and use all.

Enrage in raid is not punishful enough

in Fractals, Dungeons & Raids

Posted by: OriOri.8724

OriOri.8724

Whether or not it makes more sense this way is debateable, but it is a better implementation. Hard wipes after enrage timers expire have a place yes, but at the same time having every enrage timer cause a hard wipe does nothing but force DPS oriented groups. We would never see these unique groups (like 10 support tempests, 10 naked guardians, 3-4 man kills etc…) kill bosses if all of the enrage timers ended with a hard wipe.

I can understand the frustration at seeing someone solo a raid boss, but to me its impressive. Extremely impressive that they managed to participate in such a long fight without making any mistakes. Yes, exploits need to be patched, and some builds need to be brought in line, but other than that its just downright impressive when someone solos a raid boss.

Ghost thief exploit, working as intended?

in WvW

Posted by: OriOri.8724

OriOri.8724

Really the most effective thing I found was weather the storm, stand in their circle or simply run away. If someone ran, I couldn’t keep my stealth up as well and after a steal or shadowstep I was really quite ineffective!

And this is a large part of the problem with the build right here. There shouldn’t be a build where the best options are just to “weather the storm” against it or run away period. It wouldn’t matter if this was on engi, or rev, or mesmer, or war. There shouldn’t be a build where this is the best option. Every build should have actual counterplay, not just “pop your cleanses and hope he loses interest”

Condi damage mitigation stat needed

in WvW

Posted by: OriOri.8724

OriOri.8724

Its not that a lot of people fail to realize what conditions were originally designed as, its more that more and more players now are realizing that conditions have evolved, but the countermeasures have not evolved with them.

Condition damage has been buffed to the point of competing with power damage now, yet we don’t have a stat that mitigates condition damage like we do for power damage.

Condition application has gone through the roof, but the amount of cleanses have remained more or less the same.

Condition bombs have become more potent, and doubling down on the above point its trivial to add multiple cover conditions to take away the power of the few cleanses that classes have. A cleansing hierarchy would almost eliminate this problem, but we still don’t have one.

Its fine if ANet wants to make condition damage a valid source of damage. Its not fine for ANet to do that and not give players the same ability to mitigate damage from condition builds. That’s why some things are needed at this point:

  • Applying damaging conditions should break stealth. Conditions are a valid source of damage now, its stupid that you can load someone up without being revealed.
  • Overly tanky condi gear needs to be banned from WvW. Again, condition damage has been buffed to being on par with and sometimes more powerful than power damage. Good game balance means you need to give up defensive stats to load up on offensive stats, but dire and trailblazers gear means you no longer have to do that with condi builds.
  • Resistance needs to be brought in line with protection. No more ignoring the control aspects of condis. You should have to cleanse those to ignore the control aspects. And no more ignoring all condi damage, ignore only ~33-40% of it. A few things should be reverted from resistance to being an effect that does grant total immunity to condis and soft control effects (like berserkers stance). Those should also have their base duration lowered by 1-2 seconds since they are now un-corruptable/un-strippable.
  • “Soft cleanses” need to be brought to the game. These won’t cleanse any conditions, but will reduce the duration of X condis on you by Y seconds (usually 1-3 second reduction).
  • Then one stat needs to mitigate condi damage like toughness mitigates power damage. It can mitigate it in various ways (lower the duration of condis on you, decrease damage per tick, perhaps both). But it needs to be a stat, not something you need to rely on food/utilities/runes/sigils for. It should be something that can be inherent to gear.

As long as ANet is going to treat condi damage as a valid primary damage source, then it needs to be fully treated as a valid primary damage source. No more boons that make you immune to it. A stat that helps mitigate it. A cleansing hierarchy so that our primary defense against condis isn’t completely nullified by cover conditions that are far too trivial to apply nowadays.

Thief WvW Issue

in WvW

Posted by: OriOri.8724

OriOri.8724

Once Legendary Armor comes out, I’ll see what kind of numbers I get.

?
Legendary armor will have the same stats as ascended.

Leg armor makes it free to change your gear to explore the best combinations for highest damage.

Agony Resistance

in Fractals, Dungeons & Raids

Posted by: OriOri.8724

OriOri.8724

Don’t understand why they significantly raised the AR requirement to play fractals from 70 to 150 after the expansion. This pretty much goes against GW2 philosophy. We had not stats powercreep on gears. Why introduce such thing on an already overly complicated system.

Well they increased to 150 but everything can use the normal agony infusion, before you had to use 7 infusions with +11/12 agony infusions. So now its 150 but its easier to get to 150, and ascended itens are way easier to have then back there when you needed 70.

So yeah they increased to 150, but made a lot easier to get it, so no reason to complain.

They only made it easier recently when not requiring the +7 basic infusion.

Back when the expansion was launched, it was actually more difficult. They only gave 2 more slots on rings and gave a new +7 type compared to the old +5.

Now they realized the problem and made it easier but they didn’t have to do this to begin with. It is just a correction to the mistake made during expansion launch.

Same can be said about a lot of changes made to the game in 2016 that weren’t LWS3 episodes.

ANet bashing aside. I am very grateful for the update we got to agony infusions a few months ago. Its been absolutely amazing, made it much simpler for players (especially those like me who were still confused as to how the older system worked), removed the crafting requirement to get your own higher grade agony infusions, made the system more enjoyable as a whole.

While I wouldn’t mind getting account wide AR, I do understand that its likely to neve rhappen and I am ok with that. I can live with the system in its current state

Alacrity on Rev. Well played, Anet.

in Mesmer

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OriOri.8724

I mean I know more than a few people who would be absolutely fine with stealth access in this game being lowered dramatically, even to the point of removing it completely from a few classes.

My problem is that it doesn’t work like in most other MMOs.

Where stealth is permanent, but cannot be activated once engaged in combat. You’ve been found, that’s it.

In other words you get to freely pick when you join the fight, but not how you leave the fight or break target lock.

Yea I agree with you. I think that its really a unique mechanic that you can use stealth in combat in GW2, but the balancing problems that come with that are huge. Short of just reducing access to stealth and giving each class an AoE reveal (even if its a kitten skill and it will never be taken, each class deserves access to a skill to force other players out of stealth) though, I don’t know what else I would change to it at the moment. As any further changes would mean you’d have to redesign thief class.

Condi damage mitigation stat needed

in WvW

Posted by: OriOri.8724

OriOri.8724

Vitality doesn’t mitigate condi damage at all.

I am not ignoring the over time aspect of condis.

Here it is again for you. I think you’re still struggling with the concept of “more than” and “over time”. DoT is a difficult concept to understand because it is easy to forget that damage totals require time and mitigation of it includes time-based solutions.

HP pool of 10,000k
Condi dmg per tick of ~ 100 takes 1000 ticks to cause death.
Direct dmg requires single “tick” of 10,000k to cause death.

vs.

HP pool of 15,000k
Condi dmg per tick of ~ 100 takes 500 more seconds than above to cause death.
Direct dmg requires single “tick” of 5k more than above to cause death.

Player with the stacked Vitality/increased HP pool has 500 more seconds in the above scenario to remove the condition before death than the player who didn’t invest in Vitality.

Good thing Anet devs understand DoT mechanics and provide damage totals over time in the skill tips, not per-tick amounts.

I’m not trying to be disrespectful, but your argument using vitality is not rational by any means…

There is no core character stat that directly reduces incoming condition damage the way toughness and armor function, and you are more than welcome to confirm that with any developer.

Its not about reducing the blunt condi number but reducing its effectiveness at killing players.
As things stand hp is balanced before they added in condi stacking and higher over all gear for condi dmg. In a lot of ways the lost of gurd stacks (vit from killing wvw npc) has pushed wvw to being more condi base then burst power dmg base.

Again, vitality protects against both power and condi damage, while power is still mitigated by toughness. Why is it that there are 2 stats against power but only 1 against condis?

Alacrity on Rev. Well played, Anet.

in Mesmer

Posted by: OriOri.8724

OriOri.8724

Remember when Thief had almost exclusive rights to Stealth mechanics in this game, then, BAM, everyone and their grandma had some skill/ability/spell that gave them stealth and attacks while entering/leaving stealth. I’m not surprised that they are starting to do it with other classes no matter if its from a spec or not.

I mean I know more than a few people who would be absolutely fine with stealth access in this game being lowered dramatically, even to the point of removing it completely from a few classes.

But yes good point.

Sigil Proposals v2

in PvP

Posted by: OriOri.8724

OriOri.8724

This is gonna come off as offensive, but there’s really no other way to say it: Have you guys considered balancing the game instead of just removing content for no apparent reason?

Like when you guys mentioned you wanted feedback on sigils, I assumed that meant you were going to nerf overpowered sigils and buff underpowered sigils based on player feedback, and maybe even add in a few requested sigils. I didn’t think you were just going to remove the majority of sigils that you apparently can’t be bothered to balance.

First, sigils are not “content”. Secondly, reducing the number of sigils will make balancing the existing sigils against each other easier. And like others said, this is a different team from the balance team.

Condi damage mitigation stat needed

in WvW

Posted by: OriOri.8724

OriOri.8724

Conditions are weird. When i fight against good players they barely lose hp no matter ho hard i smash my keyboard. On the other hand some players die after couple skills. Could somebody explain how this is possible. I read here that conditions are so op and don’t take any kind of skill, but i still can’t even make dent.

Resistance boon makes you completely immune to all condi damage and all condi effects. Its ridiculously broken and is handed out like candy to some builds.

Ascended armor via grandmaster Mark

in Players Helping Players

Posted by: OriOri.8724

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They cost time.

Sigil Proposals v2

in PvP

Posted by: OriOri.8724

OriOri.8724

Would be cool to see some tank Sigils like: “Take 10% less damage from targets less than 300 distance away.” Or “Take 15% less damage from targets while your health is below 25%.”
Of cause the numbers are just an example and might not be balanced.

They said this will ship with sustain nerfs as well, so the chances of them adding in more sustain through tank sigils is about 0.

Condi damage mitigation stat needed

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Posted by: OriOri.8724

OriOri.8724

you have to then say its also mitigation versus power damage.

Quit responding if you are not going to read what I wrote. I’ve acknowledged that twice now.

Quit acting as if vitality mitigates condi damage then.

Never and I’ve explained rather thoroughly with examples why.

No, you haven’t. All you’ve done is ignore my arguments. Vitality doesn’t mitigate condi damage at all. But even though you have deluded yourself into believing this, you still can’t tell me why power damage gets 2 stats that mitigate it, whereas condi only gets 1. You refuse to answer that, and you have not presented a single convincing argument that vitality mitigates condi damage. Because it doesn’t. No matter how much vitality you have, condis still deal the same kittening damage to you. That isn’t mitigation, no matter how much you want it to be true.

@OhHellzno – That isn’t a stat. OP very clearly requested a condi mitigation stat. Something inherent to your gear, not something you needed to use a consumable or runes for. There is a difference between those.

I am not ignoring the over time aspect of condis. Its just that there is no stat in the game which reduces the duration of condis, so its pointless to look at it when OP requested a stat to mitigate condi damage.

Ascended armor via grandmaster Mark

in Players Helping Players

Posted by: OriOri.8724

OriOri.8724

There honestly isn’t a point. Its just as expensive, or more depending on the stats you want, to “purchase” ascended armor via crafting these marks than it costs to just craft ascended armor.

The only difference is that you don’t need vision crystals anymore, so no more bloodstone dust/empyreal fragments/dragonite ore/obsidian shards. That’s it.

Sustain creep has left Reapers behind

in Necromancer

Posted by: OriOri.8724

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I’d rather bring down the sustain of other classes before buffing that of necro/reaper.

Condi damage mitigation stat needed

in WvW

Posted by: OriOri.8724

OriOri.8724

you have to then say its also mitigation versus power damage.

Quit responding if you are not going to read what I wrote. I’ve acknowledged that twice now.

Quit acting as if vitality mitigates condi damage then.

Sigil Proposals v2

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Posted by: OriOri.8724

OriOri.8724

4 Escape was changed from only cleansing immobilize because it felt weak, but perhaps it could do something like only cleanse cripple/chill?

How about this: Remove immobilize, but not chill or cripple. Give 2s of super speed. The superspeed will temporarily counteract cripple and chill’s movement speed deficit instead of completely negating them.

The downside is that if you use escape when not impaired, superspeed may be too strong.

If this was implemented, hopefully it would only apply superspeed if you had chill/cripple on you. Otherwise, applying superspeed only when breaking immob would be ok-ish. Might be too strong though to do that.

Suggestion: condi caps for WvW and more

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OriOri.8724

Very interesting take on condis. I imagine that if cleanses were changed to remove X stacks of conditions instead of X conditions it could still be balanced (though it might take a few rounds of balancing to get the cleanses right). However, I would say to let each profession have 2-3 damaging condis instead of just 1, but have that be all they can apply (which would necessitate the complete removal/change of all sigils/rune effects that apply damaging condis). 2-3 allows for more diversity, while still allowing for conditions builds to be viable in all game modes. As it stands, confusion and torment are still pretty kitten weak in PvE 99% of the time, so limiting Necro and Mesmer like that wouldn’t be ideal. But if they focused primarily around torment/confusion, with smaller amounts of other damaging conditions, it could still be made to work in PvE without homogenizing the damaging conditions too much.

Neat idea overall!

Thief WvW Issue

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Posted by: OriOri.8724

OriOri.8724

@Turk – You keep deflecting, you and @BlaqueFyre both. Whether or not the skills are in meta builds is a moot point, because every class does have access to unblockable skills if they want to counter blocks. However, only 3 out of 9 classes have access to an AoE reveal skill. So only 3 out of 9 classes have any options period at forcing anyone out of stealth. Blocks and stealth are just not comparable. Blocks are something that every class has a counter to. Stealth is not, only 1/3 of the classes have a counter to it, and all 3 of those counters require owning HoT.

@BlaqueFyre – And the deflecting is absolutely ridiculous coming from you. I didn’t say that invuln was balanced. And try as hard as you want, but there are only 3 classes that can force a player out of stealth, all other skills that apply revealed require a target to use, which means they are useless once the thief is already in stealth. So only 3 classes can counter stealth.

Condi damage mitigation stat needed

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Posted by: OriOri.8724

OriOri.8724

Once again, vitality does not mitigate condi damage. I hate to do this, but the definition of mitigation is “the action of reducing the severity, seriousness, or painfulness of something.”. If the condi ticks are the same damage, then the severity of the condi damage is the exact same.

But since you want to blissfully ignore what mitigate means, I’ll pretend like vitality is a “mitigation” stat against condis. Well by your logic, vitality also mitigates power damage as well, which is also mitigated by toughness. Which means that power damage gets 2 stats to “mitigate” it, whereas condi only “gets” 1.

So regardless, there should be another stat to mitigate condi damage per tick.

Keep ignoring the over-time aspect of condition damage and I’ll continue reminding you how larger HP pools mitigate that. Sounds like a win-win situation. Condi doesn’t get just one stat, condi duration is the other stat and there is gear and consumables that help you reduce it. Direct damage gets both toughness and vitality.

Skills that can stack up condis far above the original 25 stacks because they were not later properly balanced are the issue, not the base mechanics. And the main culprit was having a party of necros all spam Epidemic on a “condi pylon”.

Once again, since you can’t seem to wrap your mind around this notion, vitality does not mitigate condi damage. 1 or 10,000 vitality and you still take the same amount of damage per condi tick. The duration of condis has ZERO BEARING on this fact.

You conveniently ignored the second part of my post, because you don’t have a counter argument to it.

And on to your actual comment. You’re now trying to pass condi duration off as mitigation? That’s not how mitigation works Extending or reducing the duration and you still have the same damage per tick. Even if you had 90% duration reduction, 25 stacks of bleeds will deal the same exact damage to you.

Nothing that you have listed is a stat that mitigates condi damage. None of it.

Put this simply:

HP pool of 10,000k
Condi dmg per tick of ~ 100 takes 1000 ticks to cause death.
Direct dmg requires single “tick” of 10,000k to cause death.

vs.

HP pool of 15,000k
Condi dmg per tick of ~ 100 takes 500 more ticks than above to cause death.
Direct dmg requires single “tick” of 5k more than above to cause death.

Hyper-focusing on per-tick damage when that is only half of the feature of Damage Over Time is extremely misleading. Twenty-five stacks of bleeds deal the same exact damage per-tick but the 90% duration reduction means the skill used doesn’t reach it’s full potential. Tooltips in-game show total condition damage over time so as not to be misleading. If a skill has additional direct damage that pulses, it lists that total too.

Before the 25 stack cap came off, zerg meta utilized negative condi duration gear and/or food in order to mitigate condis. Now we have Resistance which achieves the same result by allowing condis their duration but the damage per-tick is zeroed. That’s active counter-play to condis, not passive negative condi duration.

I don’t know how I can make this any simpler.

Vitality does not mitigate the damage you get from condis. Believe it or not, even though you refuse to acknowledge damage per tick, having 1 or having 10,000 vitality will not change the damage that a condi stack will do o you. It just won’t. You can pretend all you want that it will, but it doesn’t. Because it doesn’t mitigate condi damage at all.

Going further, for the second time, even if you incorrectly consider vitality to be mitigation versus condi damage, you have to then say its also mitigation versus power damage. In which case power damage would have 2 stats that mitigate it whereas condi only “has” 1.

You can keep trying to pull new arguments out of thin air, but none of them will magically make vitality mitigate condi damage. And none of them will change the fact that power damage has ways to mitigate it through stats, and condis don’t.

Thief WvW Issue

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Posted by: OriOri.8724

OriOri.8724

I used the word “akin” because you are right, you can’t directly compare stealth to any other sort of defense. And guess what, you’re not supposed to, the mechanics are nowhere near related. However, people keep trying to compare stealth to other game mechanics/abilities, both offensive and defensive, so its only natural to cater to those people and attempt to make vague comparisons to non-comparable skills in a devil’s advocate style.

How about this: You say blocks have counters via unblockable attacks. OK, not everyone has unblockable attacks/abilities. And those that do may not have them slotted or traited as its not optimal for their build/playstyle.

Stealth has counters via reveals. Not everyone has reveal attacks/abilities. And those that do may not have them slotted or traited as its not optimal for their build/playstyle. DH trap absolutely counts, as relying on a thief walking through the trap means….drumroll …stand on your trap – thief not wanting to walk into the trap? OK cool, now your cooldowns are ticking back.

Stealth stacking- when talking about thieves specifically – counters itself by consuming utility cooldowns, endurance, and/or initiative. Think of your preferred non-thief profession – lets say you go into stealth, now you want to attack, but you now only have 1 bar of endurance, 3 skills and a utility on cooldown. Is this an optimal way to engage your target?

Again, as stated above, this is a vague comparison, because you cannot make a direct comparison, but it gets the job done and outlines the risk that people think has magically disappeared.

Every single class has access to unblockable weapon attacks, as well as 4 classes have traits that make attacks unblockable. Even if you want to count DH trap (though really? So now the “counter” to a ghost thief is to stand completely still? What next?), that’s still only 3 classes out of 9 that have access to AoE reveal. 3 out of 9.

Stacking sigils on kills AND ress

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Posted by: OriOri.8724

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These sigils can be exploited either way. That won’t change if the stacks per ress are increased to 5 and you know it.

perma tapping keeps? totally not an exploit

in WvW

Posted by: OriOri.8724

OriOri.8724

How does any of this have anything to do with not being able to chase/kill the person who is tapping your keep? Even if you killed the person every single time they tapped, if the player is dedicated to tapping your keep, they can respawn and run back in time to tap the keep again – and die again.

This is a non-issue, contesting a keep to prevent waypoint usage is a valid tactic that has been around for years. The fact that it inconveniences you since you have to run slightly further to get to your destination – means that this tactic is working.

so a SINGLE person. disabling a wp slowing preventing up to 80 players to use the wp for a long period of time is okay?

the word valid means nothing. you can justify how legitimate the tactic is. doesn’t make it a balanced strategy

Thief players will always answer your question with a “Yes”, don’t bother asking them.

Its not ok for a single person to invisibly hamper an entire server’s ability to respond to a fight. That’s unbalanced, and places far too much power in the hands of a single person, even though they never place themselves in any risk by doing so if they run ghost thief build.

Thief WvW Issue

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Posted by: OriOri.8724

OriOri.8724

Lol what? You go from comparing stealth to invulns and blocks to turning around and only looking at thief skills when talking about unblockables? This isn’t how you compare the defensive abilities of both classes, you can only do that by looking at the counters to them.

Blocks have counters via unblockable attacks. Stealth has “counters” via just guessing where the other character is. There are only 2 out of 9 classes with AoE reveal skills (DH trap doesn’t count, since it relies on the thief walking through the trap). The only way to fight someone that has stealthed up is to guess where they are. That is not a counter to stealth.

But blocks can be countered. Stealth and blocks are not comparable.

Suggestion: condi caps for WvW and more

in WvW

Posted by: OriOri.8724

OriOri.8724

A cleansing hierarchy would definitely help.

As for points 1 and 2 though, it’d be better in the long run to just bring resistance in line with protection and rebalance condi application and skills that give resistance around that. This way, it wouldn’t even be possible to get that many stacks on you without dying which would make it a non issue.

Thief WvW Issue

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Posted by: OriOri.8724

OriOri.8724

Me stacking stealth after attempting a backstab (which is often thwarted by the enemy simply standing there laughing, due to passive defenses), is akin to a warrior GS burtsting, then hitting endure pain, then blocking with a shield, then blocking with a mace, rinse repeat.

No, it actually isn’t akin that at all. Once endure pain ends, you can still attack the warrior with unblockable attacks. You can’t hit someone that is in stealth unless you just get lucky.

perma tapping keeps? totally not an exploit

in WvW

Posted by: OriOri.8724

OriOri.8724

Just because the scout balloon is in game does not make it well designed. And at least that’s an upgrade, based on your comment I have to assume you wanted all guards to have this ability baseline.

Please, make the footsteps more visible!

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Yea but even on gen 1 legendaries the footfalls aren’t all the same length

Condi damage mitigation stat needed

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Posted by: OriOri.8724

OriOri.8724

Once again, vitality does not mitigate condi damage. I hate to do this, but the definition of mitigation is “the action of reducing the severity, seriousness, or painfulness of something.”. If the condi ticks are the same damage, then the severity of the condi damage is the exact same.

But since you want to blissfully ignore what mitigate means, I’ll pretend like vitality is a “mitigation” stat against condis. Well by your logic, vitality also mitigates power damage as well, which is also mitigated by toughness. Which means that power damage gets 2 stats to “mitigate” it, whereas condi only “gets” 1.

So regardless, there should be another stat to mitigate condi damage per tick.

Keep ignoring the over-time aspect of condition damage and I’ll continue reminding you how larger HP pools mitigate that. Sounds like a win-win situation. Condi doesn’t get just one stat, condi duration is the other stat and there is gear and consumables that help you reduce it. Direct damage gets both toughness and vitality.

Skills that can stack up condis far above the original 25 stacks because they were not later properly balanced are the issue, not the base mechanics. And the main culprit was having a party of necros all spam Epidemic on a “condi pylon”.

Once again, since you can’t seem to wrap your mind around this notion, vitality does not mitigate condi damage. 1 or 10,000 vitality and you still take the same amount of damage per condi tick. The duration of condis has ZERO BEARING on this fact.

You conveniently ignored the second part of my post, because you don’t have a counter argument to it.

And on to your actual comment. You’re now trying to pass condi duration off as mitigation? That’s not how mitigation works Extending or reducing the duration and you still have the same damage per tick. Even if you had 90% duration reduction, 25 stacks of bleeds will deal the same exact damage to you.

Nothing that you have listed is a stat that mitigates condi damage. None of it.

Suggestions to convert more F2P to B2P

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Advertise LWS2 more, so more players are aware that it exists. Currently AFAIK the only way to know its there for purchase is to look it up yourself, have someone tell you, or just be browsing the gem store randomly.

Have a $10-15 option to buy the base game. It would just remove all F2P restrictions on your account, as well as knock that much money off of the purchase of HoT if and when you decide you want it. This might not seem like much, but GW2 caters to casual gamers, and a casual gamer is much more likely to drop $10-15 on a game than $50. Giving them a chance to play GW2 without the F2P restrictions not only gives them a chance to fully experience the game, it also makes it more likely that they will buy HoT since it will have a smaller price tag.

For the love of the six remove class daylies

in PvP

Posted by: OriOri.8724

OriOri.8724

The point of a fully upgraded GH is to have a guild contribute to it, not to do it yourself. 1 less potion a day would still allow for pretty quick accumulation of potion of PvP rewards, and by removing the class specific dailies it would make everyone in PvP matches happier and make the game mode better overall

Yep, but that depends on the size of the guild, the number of active members, their level of activity, AND having some that like PvP. I accept that fully upgrading our guild hall is going to take a lot of time, and frankly, a lot of grinding. Not a problem. But, when I’m am pretty much the only one doing PvP – and that only because I have to – it’s a different story. While that 1 PvP potion per day change doesn’t sound like too much, the original proposition to change it to x number of wins means that it will be a higher effective drop in the number I can get. So instead of averaging 4 per day, I’m down to 2 unless I want to extend my time spent in PvP even more. Yes, please, make me spend less time in the parts of the game that I want to spend time in. Sounds great.

If you don’t want to PvP to get the PvP potions I don’t know what to tell you. Because you really make it sound as if you hate PvP, and that you are entitled to these easy potions of PvP reward simply because you don’t want to spend any extra time in PvP.

It would be better for the game mode as a whole to remove class specific dailies

Why are commander tags bought with gold?

in WvW

Posted by: OriOri.8724

OriOri.8724

ANet need to realize that Commanders (with a commander tag) provide a valuable service to the company and to the community.

Locking the Commander tag behind 300 gold excludes automatically a lot of good players that will never invest 300 gold to buy a tag to provide a service to ANet and the community.

I understand that the Commander tag brings a lot of responsibility and easily obtainable tags could disrupt the game due to abuse.

What I propose is to have 2 ways of acquiring the Commanders Tag:

1. The present one, locked behind 300 gold + 250 WvW badges;
2. A new one, locked behind a kind of legendary quest including the following: Full map exploration, all dungeons done, all raids done, all fractals done up to XX level, all open world bosses done, PvP rank XX, completed personal story up to the last available chapter, 3 crafting professions up to 500 and WvW rank corresponding to all WvW skills maxed out.

With this proposed system, ANet and the community will get a lot of new experienced Commanders and will be a win-win situation for everyone.

Thanks.

If you do even half of that stuff and can’t find 300 gold to buy a commander tag then I don’t know what to tell you

Ghost thief needs to go.

in WvW

Posted by: OriOri.8724

OriOri.8724

That is why people are advocating for applying damaging conditions to apply reveal. Or do you just conveniently ignore those posts?

Condi damage mitigation stat needed

in WvW

Posted by: OriOri.8724

OriOri.8724

I heard there is this stat, called Vitality, that if you have a pretty decent amount of it, you have a better chance of surviving Conditions, oh, and there is these skills/traits ect. that allow you to remove Conditions, pretty neat right?

I heard there was a discussion about that already and you’re pretty late to the party, were you busy building another arrow cart??

Not sure what you mean by the, arrow cart comment?

I imagine its a jab at you having Yaks Bend in your signature.

Either way, Vitality is not a mitigation stat. Whether you have 1 vitality or 10,000, you take the same amount of condi damage per tick, so it doesn’t mitigate it at all. What OP is requesting is a proper mitigation stat for condis, just like how armor mitigates power damage by decreasing the damage you take from power attacks.

Vitality lets you increase your HP pool. The larger HP pool you have, the more time you buy yourself to counter-play. It mitigates through the over-time aspect. Direct damage doesn’t work that way because it isn’t per-tick. You can decrease the amount of damage you take over time by using boons or other traits that reduce it or duration.

Just because Anet lifted the 25 stack cap and created some ridiculous situations like with Epidemic doesn’t mean we need to change the condi dmg formula. It means those skills need better balancing. Condition damage has counter-play. This thread is players just looking for more freebie passives.

Once again, vitality does not mitigate condi damage. I hate to do this, but the definition of mitigation is “the action of reducing the severity, seriousness, or painfulness of something.”. If the condi ticks are the same damage, then the severity of the condi damage is the exact same.

But since you want to blissfully ignore what mitigate means, I’ll pretend like vitality is a “mitigation” stat against condis. Well by your logic, vitality also mitigates power damage as well, which is also mitigated by toughness. Which means that power damage gets 2 stats to “mitigate” it, whereas condi only “gets” 1.

So regardless, there should be another stat to mitigate condi damage per tick.

perma tapping keeps? totally not an exploit

in WvW

Posted by: OriOri.8724

OriOri.8724

Tapping a keep really isnt a problem until you factor in a single class – thieves. Perma-stealth ghost thieves is what I would classify as taking it so far that yes, its an exploit. Sure nike warriors or druids etc can hit and run but you can still bring 5 peeps if needed and lock them down and kill them. Ghost thieves you never have enough time to kill because they will never be visible and by the time a guard or you steps in a trap, they are long gone even if they where next to you a couple secs earlier. Cant counter it, cant fight it. Bring reveal or stealth traps you say? Hahaha… Have fun covering an entire keep. And he will still be 10,000 distance away in 3 seconds once revealed and back shortly after in permastealth.

I think guards should automatically reveal all stealthers within 3K range. Problem solved. Mesmer, Thief, Druid it doesnt matter. They want to tag guards? They do it in the open.

You had me up until your second paragraph there. That’s just ridiculous. I hate stealth, but 3k range auto reveal from guards? That’s asinine levels of stealth hate.

OT – Make outer walls/gates take siege damage to contest the WP, any damage to inner walls, or any inner guard killed should contest the WP. Show the orange swords if someone is PvDooring, or just aggroing/killing outer guards. Because honestly that shouldn’t be enough to shut down a WP.

@Lahmia – There is nothing clever about this tactic. Absolutely nothing. You can defend it if you want, but don’t pretend like there is anything clever about it. And it is broken. However viable it is, it shouldn’t be possible for a single person to invisibly contest the WP of a keep for any length of time. They should need siege to do so. Contesting that keep WP hampers an entire server’s ability to respond to anything on that map, how can you honestly claim that is balanced that a single person can keep that WP shutdown while remaining invisible?

There’s no rational argument to support that. If someone wants to contest a keep’s WP, they need to either be inside the keep killing guards/attacking inner gates, or using siege on it. Hitting the outer gate, aggroing an outer guard should not be enough to contest that WP, and everyone with any sense knows that.

Slothasor solo

in Fractals, Dungeons & Raids

Posted by: OriOri.8724

OriOri.8724

Well we know what the next raid fixes will be.

The green poisoned floor now removes stealth effects. Sloth is also now immune to conditions while sleeping and can only be targeted by cc effects.

Or maybe they should just nerf the perma stealth thief for the benefit of both game modes.

WvWers will still complain tho. Nerfed cuz PvE not WvW lul.

WvW players complain about literally everything. I don’t think they know how to do anything else

Please, make the footsteps more visible!

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

I never understood why the footfalls weren’t the same duration for all legendaries

Sigil Proposals v2

in PvP

Posted by: OriOri.8724

OriOri.8724

It’s been Categorize in On swap and not even indicated that you must be in Combat to inflict Reveal that the First Proposal was indicated too; which mean a total shutdown on off hand pistol and a total annihilation of Medic Thief breed.
The more i linger in these forum the more you realize that none of these Sigils and Amulets team knows their game. hell the most competitive was too fight against all these programmers of theirs.

Again a compensation for tricking people; equalize reaveal mechanic.

All of the on swap sigils require you to be in combat to use them, it was just an oversight to not say the same thing for sigil of revelation.

Even if I am wrong though, having it be used outside of combat would be a nerf to it, because it would be almost guaranteed to be on CD when you are in combat regardless.

Sigil of revelation is fine as it is

Condi damage mitigation stat needed

in WvW

Posted by: OriOri.8724

OriOri.8724

Direct damage can be mitigated by armor.
Condition damage bypass armor but can be cleansed.

Seems pretty balanced to me.

Cleanses have not kept up with the rate of condi application though. As long as condi application far outshines cleanses this isn’t a viable argument. Plus, with the simplistic LIFO cleansing system, its trivial to add cover conditions and make it so that the few cleanses the target has can’t actually cleanse the dangerous conditions.

Unless either the amount of cleases are increased substantially (which shouldn’t happen, just more power creep), or a proper cleansing hierarchy is implemented (which should happen regardless) then they aren’t really that great at mitigation anymore.

Condi damage mitigation stat needed

in WvW

Posted by: OriOri.8724

OriOri.8724

I heard there is this stat, called Vitality, that if you have a pretty decent amount of it, you have a better chance of surviving Conditions, oh, and there is these skills/traits ect. that allow you to remove Conditions, pretty neat right?

I heard there was a discussion about that already and you’re pretty late to the party, were you busy building another arrow cart??

Not sure what you mean by the, arrow cart comment?

I imagine its a jab at you having Yaks Bend in your signature.

Either way, Vitality is not a mitigation stat. Whether you have 1 vitality or 10,000, you take the same amount of condi damage per tick, so it doesn’t mitigate it at all. What OP is requesting is a proper mitigation stat for condis, just like how armor mitigates power damage by decreasing the damage you take from power attacks.

Sigil Proposals v2

in PvP

Posted by: OriOri.8724

OriOri.8724

Well it is called sigil of punishment for a reason

But really I think its fine as long as its capped. I rather like a previously mentioned idea of it being 1.5% damage per boon on your foe, capped at 6% extra damage.

Maybe if you make it per boon applied by others. Then at least you could try to avoid it instead of auto procing yourself into more damage.

Why though? Conceptually as long as this is capped how is it any different from sigil of force? That’s a flat 5% damage increase, and originally sigil of punishment was capped at 5%, and it looks like it will stay capped. How is it any different than sigil of force is?

Answer: Its weaker, because its not always a guaranteed 5% bonus to your damage. Its fine as it is, and as long as it remains capped I don’t see too many builds using it in the first place

Condi damage mitigation stat needed

in WvW

Posted by: OriOri.8724

OriOri.8724

Again, since you completely ignore this. I didn’t say that was a good idea. I was merely pointing out how it could be incorporated, because you seemed to think it couldn’t be incorporated into the formula.

It would be trivial to change the formula to have a condi mitigation stat. Trivial.

You’re right. It isn’t a good idea. It may seem trivial, but assuredly it is not. It means adding a new stat – aren’t there enough stats already – which then seems trivial to add to the formula, but then there’s everything else that this affects that would need adjusting and review from skills to gear to runes/sigils to traits to consumables. As another poster pointed out, all more stats does is create more way more complexity to the job of balancing skills.

It would be far better to make adjustments within the current game mechanics, such as the suggestions people have made regarding Epidemic or capping stacks, rather than try to re-design the game.

It would not need a new stat introduced to the game. It would be easy enough to adjust the scaling on condi base damage and factors for individual skills while dividing the entire formula by an already existing stat such as toughness/vitality/healing power/anything else we currently have. It would in no way necessitate adding a new stat to the game.

Sigil Proposals v2

in PvP

Posted by: OriOri.8724

OriOri.8724

Well it is called sigil of punishment for a reason

But really I think its fine as long as its capped. I rather like a previously mentioned idea of it being 1.5% damage per boon on your foe, capped at 6% extra damage.

For the love of the six remove class daylies

in PvP

Posted by: OriOri.8724

OriOri.8724

The point of a fully upgraded GH is to have a guild contribute to it, not to do it yourself. 1 less potion a day would still allow for pretty quick accumulation of potion of PvP rewards, and by removing the class specific dailies it would make everyone in PvP matches happier and make the game mode better overall

Sugg- Elite Specs more frequently

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Cannot support having elite specs in the cash shop. Cannot support having new weapon types for classes in the cash shop. Cannot support having new skills in the cash shop.

Condi damage mitigation stat needed

in WvW

Posted by: OriOri.8724

OriOri.8724

Again, since you completely ignore this. I didn’t say that was a good idea. I was merely pointing out how it could be incorporated, because you seemed to think it couldn’t be incorporated into the formula.

It would be trivial to change the formula to have a condi mitigation stat. Trivial.