^ this is what makes the game feel horrible. One person can get such amounts while most of us get only Greens. I’ve killed the holo at least 30+ times with nothing to show for it. In fact, I’ve lost money during this event because I care about my map and servers performance and buy pots of food and help out when I can.
More so, I’d bet my damage/contribution is higher than most receiving great drops. Heck, several have claimed to have gotten several Scarlet Kisses already. Again, the disproportionate rewards from RNG make some players feel great, while others feel like kitten.
The lack of agency in rewards is what killed Warhammer Online’s population. Sad to see Developers insisting on repeating the same mistakes.
Your right!!! Nerf necro marks, so they can get buffed. Here’s to a 6k putrid mark.
Strangely, I think Putrid Mark can already hit 6k in zerker builds. It’s the only one that can, but since Life Blast can hit that hard and it has a lower power coefficient than Putrid Mark, it should be possible.
Thus why I decided endorsing a Marks change as a WONDERFUL idea since making them easier to tell apart/see coming means they’d also get a boost or no one would use them, since other AE options would be unquestionably superior.
The river of tears from dealing Killshot level damage at 1200 range to multiple targets would be effing delicious.
I have to say no to in game voice chat. It is extra client overhead that breaks down when the servers take a dump.
External voip bypasses that by not being integrated with the client; not located on Anet servers, and not being bound by Anet ISP issues either.
So external voip will always by default be more reliable and efficient, and is such a complete waste of development focus and time for something most will not bother with due to the drawbacks.
Plus, external voip has private moderation. You are only stuck with whom you WANT to be stuck with, and can implement any policy you want instead of dealing with draconian company moderation.
Edit: A far better use of resources would be adding UI options that are not language specific to relay basic concepts, plus those options could be of benefit in other modes…..such as WvW and large open world PVE events.
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And the complaints also ignore that 100% of a Mark effect is often less powerful than the first tick or two of other AE’s….which can make Marks completely ineffective as area denial because of that against competent players.
Basically what the whiners have to realize is that in order to make altering the current Marks to be something easier to see ahead of time; is that they are going to have to be far more devastating once they land in order to make it an even remotely balanced tradeoff to keep the weapon as a relevant choice at all.
Edit: actually no, lets definitely go along with this. I for one welcome our upcoming telegraphed instakill of up to 5 targets at 1200 range overlords. WTB new KillMark Necro spec!
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Elementalist and especially Mesmer have combat mobility/escape options that Necromancers will never have.
The two main mitigation methods in this game are to either not get hit; or be immune. Necromancers are not being allowed the first to anywhere near the same degree as any other class; and they need more stability analogues to truly be able to do the second.
All this cool stuff in gem store
in Battle for Lion’s Arch - Aftermath
Posted by: Overkillengine.6084
The stuff in the gems store is fine but the problem is the inflation and the gap between the community.
We have the gold farmers and the TP flippers who are sitting on 30k to 200k golds which drivers up the gold -> gems.
And then we have the causal players sitting on 10-500 golds, mostly saving for something or invested in something and don’t want to pay the high gold -> gems exchange.
This model works for Anet as the causal players spend real money which some of it becomes gold in game and drives up gold > gems.
Well, it works to a point….Anet has mainly gotten away with it for as long as they have due to a recent lack of AAA grade competition in this specific genre; but that is changing and they’ll start having retention and recruitment issues much like how Blizzard’s population in D3 imploded when they tried to keep their player base loot starved to drive RMT sales.
Players come to play a game; not work a virtual second job. Having to run content that bores oneself until your eyes bleed just to afford the gold→ gems transactions for something you have no other tenable way of getting tends to leech the desire to think of the people making gem store and loot table policy decisions in any sort of positive light.
New players should NOT be craft leveling. They should be playing the game and frankly learning to play instead of instantly hitting max level and making it harder on everyone else to carry them in game-play where one needs to know what they are supposed to do ahead of time.
And all those shinies don’t mean squat anyways if one does not know how to use them.
Just changing the SR bonus to +life force generation would help immensely.
I’m absolutely fine with the ability to res NPCs. It helps to stop PVDooring if you got a warrior on hand to run in and banner, followed by other warriors in case there was a map zerg waiting for him.
If you can’t stop a lord from being ressed, well, you don’t deserve to take the keep.
On the flip side if you can’t hold a keep without suicide run bannering…you probably don’t deserve to hold the keep either.
Suggestions:
1) Guards/Lords get a downed state. This keeps them in line with players mechanics wise. They get to rally off of kills just like players too.
2) Rezzing the Lord is treated the same as rezzing a player in a cap circle; it does not reset progress. You have to kill/push all hostiles out of the circle to decap.
3) No immunity buff for the Lord on rez or capture. Either have enough competent forces to defend a newly spawned/rezzed Lord or lose the objective.
4) Guards/Lord will try to pick up nearby downed friendlies. Just make sure to give them a logic switch where they only do that if friendlies outnumber hostiles to help prevent them from going full kitten and not fighting back.
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I just hope that on top of scaling costs they also throttle the total amount of allowed transfers TO a server per week to give time for the rankings to update and to nip certain mass transfer exploitations in the bud.
Otherwise what we are likely to see is a mass transfer to servers in the bottom of each league to try to game the chances of winning that bracket, which does not actually help the lopsided coverage/stacking issue, just changes the server name tag attached to it.
The kittened level of extremes of performance the food +/- duration buffs enable are exactly the reason the nerf thread for them exists in the Balance forum. They crap all over balance. You either run the + duration food as a condi or get walked on by someone using the – duration food, but then red mist someone not running the – duration buffs which causes them to go and whine about the “condi meta” when really it’s more accurately a “duration food” meta in small scale WvW.
seeing the notes made me happy with the new changes in the blood magic trait line. why is everyone qqing about it. i think that the patch notes looked pretty legit why would some random spend hours doing all that for no reason
Never ever underestimate the amount of effort someone will go to in order to troll.
maybe i am stretching a bit here but I think the point he is making is that, people who enters pvp from the perspective of pve finds the condition so much more stronger than the actuality, since they had not felt the need to deal with conditions as much as they had to in pvp.
I do agree with style that there is a big gap between pve and pvp and it is definitely something that has not been mentioned a lot before.
This is closer to the mark than most would be comfortable admitting. PvE mobs tend to not have alot of reliable condi application or cleansing when compared to a human opponents so there is likely a bit of culture shock going into SPvP or WvW roaming.
So suddenly they are facing an opponent that often will not dumbly stand there and take the power damage spike that served so well in PvE and are loading them up in return with conditions tuned high enough to actually hurt.
Screaming of course then ensues.
It doesn’t suit their theme and they don’t need it either.
Also, stop comparing GW1 with GW2.Yes, we wouldn’t want to compare a great game to its sequel, it makes no sense! Instead, we should pretend GW1 never existed. Pointing out the flaws of a not so great sequel versus a great original just wastes time and keyboard lifespans.
When the “sequel” has completely different gameplay than the “prequel”, then you can’t compare it (the gameplay). If that was the case, then you might as well compare GW2 with WoW or something.
And if anyone likes GW1 over GW2, I suggest they go play that instead, instead of hoping that one day they’ll be the same.
Also, I don’t think that “Necromancers don’t have confusion” can be considered a flaw. Not objectively, anyway. I’ve already pointed out why it isn’t.
The comparisons are more than warranted by the simple observation that in so many aspects it feels like lessons from making GW1 as good as it was were forgotten or tossed out prematurely in favor of simplification like so:
Because they don’t want to bring back the old hex system. This game is supposed to be fairly friendly to new players, and having dozens and dozens of individual skills, effects, and icons to learn isn’t new-friendly.
If the real SS came back, it’d be confusion application.
You can see this on how the meta works out when it comes to the current state of conditions; right now because they are all lumped into one category for things that affect them, you end up with them being incredibly strong in small engagements but near pointless in large fights where global cleanse spam abounds.
Both ends of that could have been partially mitigated by being a bit more selective in categorization. You know; somewhat similar to a prior game in the series where they already had design experience to draw from.
Because the way you phrased your initial post and your attitude on further replies have led many to assume you have some sort of personal flaw blocking you from realizing just how badly you were outplayed.
I mean; did you seriously stand there and eat 6 lifeblasts in a row or something? That’s a minimum of 6 seconds of you doing nothing to stop them not counting the hidden aftercast times on each lifeblast.
So when you imply that power Necros are just spamming 1 ftw after that kind of posting setup, the one already crossing into incivility is you.
Runes of Melandru anyone?
+ lemongrass. Enjoy the … where r mah condiz???
Those two things together crap all over any class/build dependent on conditions to function. Could you imagine the wailing and gnashing of teeth one would hear if there were an equivalent for power damage?
And the bleed stack issue was partially due to how global most cleanses were/are; if cleanses were more selective about what conditions they removed then the issue that brought about Dhuumfire in the first place would not have existed, and we would not be in this situation where condi Necros are either a binary of OP/crap depending on the environment and opponent(s).
gigi, chill out peeps, i see more drama in this topic then quick post that i fired after casual hotjoin. the build i was playing is full mantra phanta mesmer and only thief is allowed to kill me
(working on that one too). it’s not my main (i dont main) and as mesmer’s think, not even viable, but at least condi necros are facerol and mm – not sure, i’ve only played it for couple of nights, but i guess should not be too bad, since i can kite with cripple and can’t be immobilized. of all builds this one could easily stop that lb spam. as i said, i thought it was condi opponent, for which (when i play it) lb is obscure dont bother waste of a autoattack.
not to say that i think it’s ok. 3k auto attack with no requirement other then 600 range. notice that other necro ds skills with half of that single target damage have 15-20 sec cd and can be easily dodged with a very visible channeling graphics.
in fact, if it is such an easily countered non issue as every necro pointed here, why not put a small, say 3 sec cd on it? no damage loss for necros (as you say) and casual players like me could be happy, sounds like win-nonIssue. not that i care too much about it at this point (in fact plan to play that build in coming days), just curios how folks here will settle to have a cake and eat it too. so much for non-issue.
….wow. Not sure if just Troll or really that level of fail.
Only two cures for your ailment:
A) Learn to play.
B) Uninstall and never come back.
You are complaining about being beaten by a completely preventable level of damage that the opposing Necro had to sink a resource investment into that can be achieved for less effort on other class options…automatically.
Why do these mobs get the privilege of unstrippable/uncorruptable Might and Fury that stacks? Classes that use boon stripping and corruption in their toolkits are usually shafted enough in PvE as it is, no need to ram it in harder.
Take those with an entire shaker of salt; Anet has said those are fake notes which means they are not entirely correct. (parts could be but Anet of course is not going to confirm which parts before they are ready so don’t bother asking.)
Re: counterplay complaints and Marks. Marks require a greater skill investment to land compared to regular ranged attacks since one has to manually place the reticule in a place you predict the enemy will still occupy once the animation completes; and un-traited are still subject to normal mitigation methods like dodge, aegis, evade, etc. One can tell a Necro is casting a Mark via a simple observation: Do they have a big stick out and are they waving their hand around? If so, get ready do something if you don’t want to get hit.
Damage wise Staff is nothing write home about; outside of moderate AE pressure/area denial the only place it excels is countering glass Thieves and Mesmers. I find the main reason to take it is the 1200 range (on a class with very few on demand escape options max range is important) and the utility it can provide.
It’s in a good but not great place overall; so I urge caution when suggesting things to a development team that has an established record of stealth nerfing one of the few team support options the weapon and by extension the entire Necro class as a whole has and trying to pass it off as a bug for months before fessing up.
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Which is sad cop out on just making it check for owner allies instead of target enemies.
Ok, I’m going to spell it out to you guys, like i did on the SPvP Forums
Condition Damage isn’t overpowered, hell Condition Duration isn’t overpowered either
What Makes Conditions Powerful isn’t the damage or duration, Its how many conditions you can put on a target at once.
For instance, 25 Stacks of Bleed isn’t overpowered, In fact its rather underpowered because its 1 condition and can be removed rather instantly….
25 Stacks of Bleed + Chill + Cripple + Vulnerability + Weakness is 10x more scary then just 25 stacks of bleed, Despite the next 4 Conditions Doing NO damage..
Because its a lot harder to get rid of them.
You see this in my BM Bunker Build, I don’t run Intimidation Training on my Spiders because I like Cripple, I run it because it fills up the Opponents Bar with an extra Condition that lets my actual Damage Conditions do damage.
This is the same reason Signet of Spite is scary, Its a rather low damage ability, But at the same time..Its 6 dang conditions instantly on the target.
Hell, This is why Necro’s became scarier when they added Torment and Burning, It wasn’t that those conditions did damage, Its that they gained 2 more conditions they could put on ya.
This is how condi burst became so strong in small scale encounters; and yet useless in large scale ones.
In small scale ones there are enough cover conditions to overwhelm a solo player’s cleansing; partially because how how spammy certain conditions can be as well as how non selective most cleanse options are, which combined ensures that the damaging conditions stay on while the cleanses get wasted on the covers.
This of course breaks completely once you get a critical mass of people together who are spamming non selective AE cleanses which renders condition builds mostly pointless in higher tier group WvW.
The system could use a rework; such as not granting so much cover condition spam but also realigning the cleanses to be more selective about what they cleanse as well, so that conditions aren’t so effective in small scale but not useless in large scale.
They’ve had over a year of feedback to listen to and act on if they were ever intending to do that.
Want them to actually fix things? Stop buying Gems.
There was a panel about 5 months ago (can’t find the link, maybe someone else knows which panel it was?) where someone asked and the dev response was basically “Most people play humans, so it’s not worth our time”.
There hasn’t been a single mention of the issue since.
Which is why the community needs to send a unified response via wallet voting that if fixing the cosmetics it not worth Dev time then the game is not worth community moneys.
And they could have just taken the time to put in a transparency in the mesh/skin to simulate a slit in the skirting for the tail while they were at it. Wouldn’t make the Charr armors anywhere close to revealing as a large portion of the humanoid female armors.
Ranger specific things I’ve noticed (not in order of magnitude/priority):
1) Shouts are crap at baseline. I could go into a detailed analysis, but honestly just compare them to Warrior and Guardian shouts. Better buffs that are also on classes that have better skill coefficients. Double whammy.
2) Signets require heavy investment to be worth it. Not as bad off as the Shouts, but still pretty bad because they are pet centric at default and this compounds with the next issue…
3) The class appears to be balanced around 100% up-time of an incredibly unreliable mechanic (pets). They either need to be more reliable (which has been attempted in the past via raw stat buffs and ended poorly due to pets becoming OP in small scale situations) or they need to be more disposable to ensure that a Ranger always has a pet of some sort able to do something no matter the situation.
Suggestion: Redo the pets so that a Ranger carries a pet assigned to each F key. Each pet has a script of actions while deployed; with maybe some fine control of the script list set in the pet management window for that pet. The pets DO NOT come out unless summoned, and pressing the related F-key stows them. Each pet slot has its own cool down, and is short enough that one is not stuck for extended periods without a pet at all due to the vagaries of AI in a high speed combat environment. Make them a resource to be managed instead of a hindrance to be worked around.
Make sure to tweak each pet skill script so that they have a clearly defined purpose in a fight; so that a Ranger has to make a valid choice in pet types to carry in their load-out to either shore up their personal weaknesses or to magnify their strengths.
Also, pets and other summons do not get scaled with gear at moment; which makes them inferior to other mechanics thanks to Ascended Gear. Please do something to address this, as it affects more than one class.
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Except that in football you don’t have a team with MORE PLAYERS than other teams.
That way the Patriots have at least a chance to be defeated by the Texans. But if the Patriots have 3 extra receivers and 5 more tackles. What’s the chances for the Texans then?
There’s the rub; since the population caps on the PPT zones are static and set so high it rewards server stacking to ensure maximum coverage at all times.
EotM being added in is not helping that by itself since now there is not even the deterrent of long queue times for WvW action.
If they actually intend the WvW system to be even remotely competitive something further needs to be done to better encourage balancing out the populations in the PPT zones; such as scaling zone pop caps set by the lowest populated side, and/or possibly allowing wholesale guild transfers downtier at reduced or no cost with a retention of influence, etc.
Adding just those things would mean a largely reduced benefit for stacking since all that means is you are locking yourself out of the ppt maps by not spreading out across the servers.
1) Ranger
2) Tie between Elementalist and Necromancer
Immobilize needs to be treated as a CC instead of a condition, since in the right situations it is effectively a stun.
Then less bonuses would apply which would help reign in the stacking, while still keeping it non trivial to remove since regular condition removal does not apply.
Edit: or condense DS to F1-F4 skills that consume life-force as fuel without a transformation.
Amen brother, the sooner the “second health bar” mechanic goes out the window the better! It’s been a nightmare to balance since BWE1! Just make life force an energy bar that powers F1-F4 abities.
And yes, I know that having to BUILD UP life force in order to start using your class mechanics will also be a challenge to balance, but, hell, they managed it for warriors just fine – between disposable and easily resummonable minions, spectral skills, and traits that increase life force gain it shouldn’t be anywhere near as hard to balance as giving us an extra 12-20k HP to play with depending on build, a buggy transformation mechanic that stops us from healing our REAL health bar and locks us out of our healing and utility, and skills that only work during the transformation!
The DS bar is also anti-team play in that if you are forced to turtle in it due to pressure, no one else can help heal you; which also means the enemy knows that and will just keep focusing on you….because enough aegis, blind, and non healing support to save you from that is also enough to pretty much ensure immortality for any other class not as hampered by their class mechanic, so even then you still remain the best focus target.
It just needs to go. Its current incarnation is too incompatible with the current state of the game. The trick is both getting the devs to admit that and actually invest the resources to make the needed changes.
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Well of Power only grants one second. It’s strictly just there to cover the animation time so that WoP can actually function as a stunbreak and not get chain cc’d during the activation since it not instant like most stunbreaks.
The delay just may have not been nearly as noticeable/more tolerable before the whole damage overflow from DS to normal HP change too, since having a bit of DS left would still help against a spike. Right now it is very noticeable since the delay usually directly or indirectly results in death now instead of a moment of inconvenience.
Plus, other netcode/zone tweaks have been done since release as well that may be playing into this.
The DS bar as a hitpoint bar substitute most likely, since that is tied to the transformation.
There are ways to emulate it without using a transformation; the main question is how many buttons/abilities would we confine a rework to and of course if manpower would even get spared to do it in the first place. Right now there are five activated abilities plus the DS bar, and most classes only get 4 function keys max for their class mechanics so something would have to give even if it were reworked as an always available 3rd weaponset/bundle/attunement.
It’s most likely related to DS being a transformation mechanic that blocks our normal skills and the interactions between that and client /server desync which is unavoidable.
Honestly the only way they could probably fix that without an engine rewrite that may still not work is change DS to work like a weapon bundle instead; but we’d lose some functionality of some sort to implement that.
Edit: or condense DS to F1-F4 skills that consume life-force as fuel without a transformation.
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I’m wondering if there are any plans to get rid of stun-locking.
This. Letting hard CC run unrestricted tends to take a giant poodle scoot all over pvp balance. Right now builds/classes with both plentiful hard CC and mobility are usually near to if not top tier.
Either immunity timers are needed or more optimally in the long term less CC needs to be handed out to reduce the spam. Also gap closing abilities without some sort of restriction are often doing double duty as escape tools. If a gap closer deals damage it should require a target to reflect its primary purpose.
It’s not abuse. It’s not even price gouging. The re-listers do not have a monopoly on the supply generation of these items; nothing stops you or anyone else from rolling the RNG dice a few (hundred/thousand/million) times; getting phat lewts, and then undercutting them by around 5-10%.
And just to head off silly assumptions, I have about 50G in liquid assets at moment and my highest item rarity for sale is probably a rare medallion.
Don’t like the prices? Start generating drops/mats to counterbalance the amount of gold floating around out there.
Or separate Stability into 2 boons; one anti CC and the other anti forced movement. Then you can hand either out as needed without as much risk of making players immune to everything at once.
“No counterplay” complaints strike me as facetious. The counter play is the same as any other attack, get the heck out of range! Actually, since it has a channel time, one gets more opportunity to reduce the damage than one gets on most other attacks.
Feh.
There was an option to only show gear you could use in beta. It worked when the TP was up. For some reason it was removed; never to return thus far.
But hey; festivals!
The condition scaling per tick is a separate issue. Granted; it is exacerbated by the 40% foods, which are actually barring any further rework on the condition system from being done due to how badly those foods paper over the flaws of the system. Either the general duration foods need the hammer or the specific duration duration foods need an immense boost; and the second option just makes the current situation worse.
I play a variety of power and condition builds; the +/- 40% food skews the hell out of small team game play and you tend to only see any move away from it in tank zergs where spam cleansing has reached such a critical mass that it makes conditions nigh irrelevant.
Another way to look at it is that the majority of your performance should be based on your class and trait selection, not the consumables.
The +/- 40% food violates that with a rusty crowbar.
Sports teams are made up of people who know each other and learn to work together, and a good player in a bad team has the choice to look for a team that matches his skill level. GW2 matches you with randoms so the analogy doesn’t hold up.
That’s exactly what ANet has asked of its players and what people should be doing right now: learning to work together. Instead of asking for more individual rewards for group content, maybe people should be trying to coordinate better. Instead of telling players how bad they are and expecting to lose, how about encouraging them. Instead of telling people to just go look it up, maybe explain the fight and what people should do before and during the fight. My server, GoM just got our second marionette kill tonight with zero chain fails. It took us a few days, but more and more we’re getting there.
Professional sports teams have control over their roster and regularly trim under performers from the roster.
That’s the big thing; due to it being a public zone event you have a complete lack of control over whom you are participating with and thus no matter how helpful and informative you are, there’s a large chance of someone still screwing it up for everyone else, and you have no recourse since you can’t perform better to compensate for them, and you can’t boot them.
If they didn’t listen or self educate before the event; and aren’t sharp enough to catch on during the event, it is unlikely they will change in any meaningful way after the event, because the penalty just a group penalty applied to largely anonymous individuals. And since their is no real individual penalty past that; there is no incentive to learn or improve.
Collectivism at its finest folks. It’s like being stuck in a group project with no say in your membership, and the weakest link will not listen or exert themselves to not drag the group down. Except here, you can’t compensate due to how the event is structured.
Outside of that, the event is actually pretty awesome.
Keep in mind that stuff like Lemon grass + Melandru are usually very easy to spot due to their effect; others potentially less so, and thus get screamed about less.
Though I do think they basically wasted a year+ of time investing in festival events when they should have been class polishing more.
Either way; still a lot of work left. I’m not going to spit too much about this work in particular considering it was one of the things that needed done pretty badly.
While I am tempted to kvetch like everyone else on the low number of class balance changes, I am also mindful that the deceptively short section about Runes and Sigils getting a review on top of individual cool-downs is actually a freaking potentially huge amount of work done if they actually went through them all to make them more equitable.
And Runes and Sigils do drastically affect class and build balance.
So I’ll wait and see how that turns out before complaining.
Blinds are especially good for bosses fights.
Not so much.
Yup; dodge through the Warden and kite in a tight circle to get one of the mines between you and it; the mines go off if you dodge through them so that is actually counterproductive.
For some reason most fail at positioning themselves to not even need to dodge once the stun wears off the MKII by making sure an active mine is always between themselves and the Warden.
I’ve parked my Mesmer in spots where the Warden did not get to actually do much for extended periods by doing that.
The problem with these chests are they are not worth the cost.
Working as intended. It’s a lottery. Might as well complain that a lotto ticket isn’t worth the money.
Again.. i thought the point in these chest was for anet to make money….
Yet im pretty sure no one will spend real money on getting keys after opening a few.Clearly you’re wrong. Buying keys to open chests has been a losing proposition from the start of the game. Nevertheless, they remain in the game with only small tweaks to their loot tables every once in a while, and no apparent change to the rarity of items worth anything.
Ms. Cox isn’t dumb. If they weren’t making money, she’d have changed something by now.
Unfortunately a fool and their money are soon to part; thus the cost of those keys is still inflated far beyond their worth.
Plus right now there is an unhealthy level of hyper specialization going on that the extreme values on the +/- 40% food is enabling and thus killing any real build variety.