As a guardian, I vote against it. Like poison, it doesn’t suit guardians and it would be really hard to balance.
retaltiation works great on big hit builds. but it doesnt scale down for small hit builds. there in lies a problem. its 5x more effective against multi hit builds. so if u dont run zerk its going to ruinj your day incredibly….. it just has to affect multi hit builds diff. not trying to diminish it…just make it on par with what big hit builds have to handle
Did you read my last post?
Low health high toughness + healing + boons. Vulnerable to conditions and spikes but resillent to constant raw damage, especially 1v1. Retaliation helps achieve this.
Making retaliation work based on a percentage of the incoming attack simply makes the skill imbalanced and its purpose completely disappears.
Other games like starcraft 2 achieve this effect by giving the unit armor which nullifies a static amount of damage. So when hit with a single strong attack of 1200, 2 armor will make it 1198 by cutting a total of 2. But when hit with 400 attacks of 3 each, the final damage will be 400 instead of 1200 saving 800 damage.
Since you guys hate so much dying to retaliation, allow me to propose a change.
Retaliation is removed and to replace its role in balance comes this new boon called “Iron will” or whatever.
It works just like starcraft. So based on power, instead of slapping back 200 damage per attack like now, it absorbs 200 damage per attack.
So the fools who spam burst on clerics don’t die anymore and thus the game will be more noob friendly, skilled players who know WHEN to attack retaliation will have that possibility removed and the overall mechanics will stay the same.
I believe that’s a considerable buff but that’s what it looks like you’d be happier with.
Giving retaliation an inner cooldown defeats the purpose of retaliation: a means to discourage multi hitting attacks.
Source? Because that explanation is terrible. Why would a mechanic like that be a good idea?
Do you really need a citation for that? I believe it’s quite evident. Fixed damage responses which don’t depend at all on the attacker’s damage.
It is CLEARLY designed as a counter to multiple small attacks. And why is this mechanic a good idea? Because clerics, which you can note to often have low health and high healing capabilities with toughness and protection are supposed to survive getting cornered and sniped 1v1 but die to nukes and conditions (hence the low health and high toughness + healing with average-low condition removal).
See what thieves and rangers have in common? High attack rate. A necromancer has an ENORMOUS health pool so they can survive getting focused down in team fights (and a lot of offensive AoE) but it’s generally weak 1v1 when isolated against a thief/ranger. Note their little access to moves with protection, retaliation and confusion. Ironically, the necromancer is the true opposite of a cleric.
So a ranger or a thief should focus on hitting robes and specific players which wander off. But not a healing machine with retaliation and protection. These are NOT your targets and you shouldn’t be successful at taking them down. Leave those to players which have heavy attacks or can bypass these boons and toughness with conditions.
This is also why you shouldn’t make retaliation a percentage of the incoming attack nor make it trigger on conditions, since big attacks and conditions are there to deal with retaliation based people with low health and high toughness. Also, the percentaged retaliation is also a bad suggestion because then retaliation would make absolutely no sense in the game balance. What would be its use?
EDIT: I can’t believe I had to clarify something like that.
Do you guys need me to explain now when to get toughness and when vitality or the implications of going for more power, condi damage, condi duration or crit?
(edited by Pleurodesed.7625)
So what’s the problem with that, Marduh? It’s a burst hit and it suffers from retaliation.
Retaliation along with confusion is meant to punish burst attacks, just like blind and aegis cut spikes.
You keep on painting this like “he puts retaliation on and KILLS me with it” when it’s more like “He puts retaliation on and I decide to kill myself against it with what it’s supposed to hardcounter. Why can’t I defeat a bunker with my kittenty berserker build with no health and using burst?”.
I’ll reiterate myself once again, a cleric just can’t kill you.
Seeing posts like these make me consider making my own thread saying “Poison and torment are so overpowered. I put so much on toughness and healing and power for retaliation but as a bunker I get killed? Why doesn’t someone with low health die when I hit him for 250 with my hammer swing? IMBA IMBA”
I can play on 22K dialup.
This wouldn’t solve the issue and will probably make newer issues arise. Not to talk about the confusing damage mechanics.
An easy solution would be to implement a siege weapon which had little precision but dealt massive amount of damage.
And by massive I mean something like 30k damage.
It wouldn’t be too effective against small squads since it would be hard to hit, but it would definitely demolish zergs.
That’s trashing the current thief and making a completely new one.
What’s the point when current thieves are fine?
I’ll try to simplify this.
This retaliatory bunker we’re describing is specced ENTIRELY for defense and support. It is meant to survive 1v1 to everything at the expense of doing no damage. Retaliation is still a defensive mechanism because it persuades you to stop attacking. If you attack and get killed, it’s entirely your fault and you should be neglected as a skilled person.
It’s as if there was a player invlunerable to fire damage and went for a swim on lava. Then you go chase him and afterwards there’s a post here styled “Nerf lava plz”. See the issue? It’s the same you have with retaliation.
That bunker isn’t able to kill you since he can’t deal damage. You can’t kill that bunker because if you deal damage, you die. It looks like perfectly balanced to me. Just as balanced as specific builds being able to take me out.
But do you agree with me then that all roles should have a weakness? That’s the whole purpose of balance in variety.
I’m sorry I can’t watch that video. At this place I have an intermittent connection which is roughly 2kbps down and struggles to load these forums. It would take me two days to download the video.
I understand what you’re trying to say. I run a healing bunker with retaliation and 99% of my encounters end up in either win or draw.
People just can’t kill me; I heal too quick and there’s retaliation up.
But if you die to me, it’s solely your fault. My attacks deal no damage at all. I designed my character to be like this.
And you have trouble with retaliation? But of course! That’s how it’s supposed to be. All classes are meant to have a weakness.
This wouldn’t be happening if you did big long attacks with high critical rate. Think warrior with hammer or conditions.
But retaliation and rings of death are SUPPOSED to counter thieves. Think about the balance. This looks entirely like a “make my class OP” thread.
Please consider you shouldn’t be killing every single build, otherwise you would be massively overpowered.
I’m a cleric whose only damage is retaliation. If you unload a lot of cuts on me, you die; and that’s how it should be.
That’s as if I complained about my damage being crap or asking for nerfs to conditions.
When I see a necromancer roaming around with a teammate, I think twice before jumping in.
When you see a soldier with retaliation, you should probably think twice before facerrolling your keyboard on him.
Awesome! That’s the excellent answer.
I’ve seen a variety of ranks ranging from Crusader, Tactician, Warmaster, General…
¿But does anyone know what the hierarchy behind it is?
Am I the only one missing this option? There should be the “other” report option.
First time I felt this option was lacking was when an enemy WvW thief was in our spawn teleporting from corner to corner, going invisible and killing our NPCs. I reported him for botting but that wasn’t exactly what he was doing.
And just now I had an incident with another player while running fractals who took the game way too seriously and kept being really uncharming (if I may call that) abusing caps-lock to the whole team.
Then Old Tom glitched and even though vent was working, the gas wouldn’t go away.
It was a pretty good party. Even under those circumpstances we managed to beat it without dying since it was low on health.
But for the upcoming minutes after that he kept on flooding chat with his rage claiming incompetence from part of the team because “noone would get the crystals”.
At that point I textually said: “ kitten off already, man. It was just a glitch”.
Nothing more, nothing less said. I simply ignored his previous messages.
And he kicked me out.
I must ask: since he was the one to invite me, did he not need to vote me out?
Because that move was so lame and I had been friendly to everyone else in the team, I doubt anyone would have wanted me out like that.
So in conclusion I’m asking for another report option. Players like these absolutely ruin the game and I believe I’m not the only one who’s met a few of those mentally disturbed individuals.
I’m pretty certain you can only dye the cloth as one single piece. The flower pattern will always be darker. On a second thought, it would look pretty terrible too!
Either way, if you don’t have the armor yet, you can always get to the npc vendor, right click and preview. It will retain your current armor dyes.
(hint hint: remove all dyes to default and the armor will look exactly how it should)
Quickness is fine to my eyes.
I’m running a full support guardian with cleric gear. Best heals around and beefy enough to tank more than most.
I love it when someone runs at me with quickness up. I just put protection and retaliation down and watch them kill themselves.
I still remember that time when I tanked a quickness warrior and a quickness thief at the same time and without doing much at all they simply suicided (note how quick warriors take even more damage from retaliation whilst quick). A THIRD warrior came with quickness while my boons were on cooldown and all I could still knock him back, immobilize, ward, block with shelter heal, blind and go invincible with elite.
Any class has stun / fear / block / cloak / phantasm abilities. If you get owned by quickness then you probably need either better planning on those abilities, a new internet connection or to work on your reflexes.
I forgot to mention you can also roll and evade or just run.
Depends on what trait tree you’re using, really.
As I am with the virtues tree, I use consecrations a lot.
When soloing, purging flames deal a good amount of damage.
In some dungeons you need a lot of shielding against projectiles, so wall of reflection and sanctuary are extremely good.
Hallowed ground is a fire combo opener which stays there for 10 seconds and while you sit in it, you’re granted stability. Big bosses don’t knockdown anymore.
Oh, and in WvW I trait so consecrations are ground targeted. You can put fire on them or cast a sanctuary to knockdown and block other players. Add to that all the projectile blocking / reflecting capabilities. INSANELY good. I wouldn’t be surprised to find a thread with “nerf guardians, consecrations OP” somewhere.
They should be very simple to implement.
I really hate having to enter options and slide down the music slider whenever I want to listen to my own music. Then repeat the process when I want to hear gw2 music.
Hitting ctrl+m would save a lot of hassle.
Same when someone’s trying to speak to me via teamspeak voip and all I can hear is HACK SLASH URRRGHH RECIEVE THE LIGHT! DO NOT FEAR! BOOM CRACK!
I really wish I could ctrl+s in those moments.
Sorry to bump this, but does anyone know an answer to this? Or should I try contacting support directly?
I’ve been able to gift items as long as I didn’t equip them nor add runes to it.
Sorry, I meant 9b.
(b) Each Account may only be used by one person. If a minor has been allowed access to an Account by his/her parents or legal guardians, only that minor may use the Account thereafter. You may not make any assignment or transfer of rights, obligations or liabilities related to this agreement and any attempt by You to do so is null and void. However, You may allow access to an Account to any family member who is living in Your household.
And by account transfers I meant with the help of the support team .
I’m sure ANet is positive to do this since it would sell more games making more players happy.
(edited by Pleurodesed.7625)
I have all 30 trait points into virtues.
Justice grants might and flame, so I always hit it when someone’s nearby.
Resolve heals 3 conditions in AoE, so I try to save it for moments when my group is poisoned or all my heals are on cooldown and someone’s dying.
Courage gives protection so I try to use it often. Nevertheless cooldown is huge, aegis is a big deal on self and it grants area stability for 3 seconds, so this virtue is probably the one you have to strategically save the most.
I guess I won’t have to say renewed focus is my favourite elite.
I’ve been letting my brother create a character to play the game when I’m not on (before someone looks at me with bad eyes, this is allowed in user agreement section 9c 9b).
But lately I’ve thought how cool it would be to play with him and I’m strongly considering to buy another copy so we can both play the game together.
Only setback to this is the necromancer he already has.
My question is: is it possible to buy another account and transfer his character from my account to this new one?
(edited by Pleurodesed.7625)
ooooOOOOOOooooo quaggan like
No, it also breaks with IMMUNE when they’re not full health.
EDIT: My bad. You’re right. They still regen.
THANKS!
(edited by Pleurodesed.7625)
I’m unsure whether to report this as a bug or not, since I’m not sure it is one.
Reading the description “Nearby allies gain Virtue of Resolve’s passive effect.” I expected people around me to constantly regenerate health like me.
But instead of this, allies gain the passive effect for 2 seconds and then IMMUNE appears over their heads in red and the effect is gone for another 2 seconds. Is this effect supposed to be enabled just 50% the time? And what’s with the IMMUNE message?
Some people seem to think like this:
“ANet said the holy trinity is gone, so why doesn’t it work when everyone traits the way they please and just randomly hit the number keys?”
With this point of view, what’s the whole point of traits, stats and skills?
I had the luck to end up in a clan which KNOWS how to play this and we have absolutely no problem running through ascalon with 4 or even 3 players. An with this combination:
-Defensive soldier: guardian. Traited virtues and health with laughable bad DPS I grant healing and protection boons while applying wards, consecrations and other light rings to control terrain. My attacks are more about interrupting and freezing than dealing damage. Keep an eye on conditions too.
-Offensive soldier: warrior. He has powerful attacks and not so tanky as me but grants attack boons and applies vulnerabilities and as a soldier fights alongside with me. Since he can shoot too, he’s the one luring crowds before I put a ward to split.
-Defensive ranged: engineer. Sets up the turrets and huge healing rings on the back. Area controls and revives the most.
-Offensive ranged: ranger. Goes pewpewpew from distance dealing huge damage. Goes melee in the back to get enemies off engineer.
Whenever us soldier are in trouble we can dodge our retreat to engineer and get healed there. And bolts going through my light rings cure conditions from the back.
So am I the tank? No. Is there tanking? Yes.
Is there ‘the’ healer? No. Is there healing? Yes.
Is there ‘the’ DPS? No. Is there DPS dealing? Yes.
While the dedicated classes of the trinity are gone, you still need a BALANCED team which covers the aspects of boons, conditions and damage.
You just won’t beat the ascalonian catacombs if you grab random players with random skills and random traits and just stay inside the poison rings while rolling your face over the keyboard.
Before entering the dungeon, we carefully choose our traited skills, gear and weaponry. I use entirely different skills and weapons when I go around gathering materials and questing. I don’t even CONSIDER going into the dungeon with the greatsword I normally flail around. And I haven’t even decided what to use when going WvW.