Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Razor.9872
We have the original statements of the devs of how hard the raids should be and that not all the players will be able to complete it.
Can you point to an official statement of the devs stating that this is no longer true?You have a dev statement to support you. He has actual dev actions to support him. Anet has demonstrated time and again that words are meaningless. Judge by their actions. They have chosen for the raid to NOT be what they originally spoke of just as Anet took plenty of other actions that contradicted their stated intentions.
So you’re saying that players who don’t want to Raid and don’t believe they can complete a Raid because Anet said Raids are the most difficult content for dedicated Raiders should somehow decide to put up a LFG for a Raid so they can open the Mastery? And you believe that such a PUG group would be successful?
And you think it is reasonable to expect this?
Except at least two of the encounters that unlock the raid mastery line are not that difficult and parallel that of perhaps the Arah dungeon.
Exactly. They are essentially glorified dynamic events.
Your build will still be useful. No need to be so dramatic about it.
anet doesn’t communicate; BOOHOOO
anet communicates; BOOHOOTo be fair to OP:
If the point of the forum post was to prepare players to change gear, it failed, because we don’t know the extent of the changes.
If the point of the post was to get feedback, well, it certainly did that
I would think the intention was not “Change your gear right now to X!”. Rather, its more a cautionary statement along the lines of “If you’re considering changing your gear to match one of these popular builds, you should consider waiting until the patch hits to see what’s changed before you do so”.
It seems obvious to me that this is what they intended.
I agree.
/15CharrZookas
Ditto!
/15CharrZookas
D:
But, I love Tangled Depths!
I hope this patch is of epic proportion.
We’re expecting:
1- Separate balance for all gametypes
2- The return of build variety
3- balance between HoT and core builds
4- Improvements to traits that aren’t used
5- Massive Improvement to skills and weapons that aren’t used or have been nerfed needlessly
6- A new meta for WvW where small organized groups can win against larger groups once more
7- reduction of condition damage across the board
8- tweaks to skills that are too slow or hard to land
9- Reduction of cooldown on skills that aren’t that great
10- good elites for all classes
I advise you to lower your expectations.
I want to know WHY this changes. I don’t just wanna read “we will do this cause…..nothing”
Please explain why you decide to make this change? or someone tell me if i missed it.
One of the most notable changes being made is to the healing values of the Druid as a primary healer. Base values for the Celestial Avatar heals will be reduced, while the healing power contribution will be enhanced significantly. The reasoning for these changes is that while we are excited about the Druid being an incredibly strong healer, we would also like to see that role as one of many choices in your attribute build.
Boon changes lead to a mirror comp. 2 warr, 2 druid, 2 chrono leaving only 4 spots for the DPS group. Look at it in whatever way you want, you pushed 1 spot out with this change. You’re killing diversity again as ele will take complete advantage of the extra alacrity to become top dog once more.
The druid changes make 0 sense. Druids had 3 viable builds and depending on how much you push this nerf you’ll end up with a single build now.
Congratulations, you’re once again ruining PvE balance for a totally different game mode.
Sort of. Druid having 1-2 viable builds makes sense in the long run, considering that Druid is a specialization. More of those will be introduced, which will further build diversity. However, having each specialization remain good with lots of different stat types kind of negates their purpose to specialize.
Entangle / Ancient seeds:
- Now apply the root every 0,75 seconds instead of every second (so people do not just walk out in case they decide to slot a talent or Equip a Rune … )I’m not sure what you are implying here. However, I believe Entangle to be balanced enough. There are supposed to be counter-measures available after one is rooted.
There are.
Damage yourself out of it. Or cleanse it. Or stealth away. Or port away. Or dodge like anything in this entire game. It’s telegraphed by far and on a 60 sec. CD.Why walking in a heavy-movement game is a counter to our elite is beyond me. Most of classes have means to reduce incoming condi durations which will make roots last shorter. So they get rooted for (let’s say) 0,8 seconds, then walk out and we just witnessed a 0,8 sec. root on a 60 second cooldown. Now that’s just brilliant, assuming it’s almost the only elite in the game that is countered by almost everything, including damage.
Build with Expertise. Problem solved.
necros are strongest on team fights through disruption, boon corruption, and condition application
however we’re most vulnerable when in a team fight due to the inherent lack of invulnerabilities, blocks, et cetera
this is because shroud is our survivability mechanic and it doesn’t scale, like at all
so the solution is fairly simple
1. remove the passive life force degeneration while in shroud
2. change how damage taken in shroud works so that it scales
3. change it so that a necro only loses a set x amount life force every second while taking power damage. eg.
> necro activates shroud
> 1 sec timer starts
> does necro take damage? if yes, lose x life force. if no, life force remains the same
> 1 sec timer resets
> does necro take damage? if yes, lose x life force. if no, life force remains the same
this way the shroud scales, 1 or 5 players beating on the necro, regardless of power or condi builds, will only chunk off a set amount of life force. this will keep it fair and balanced in the way that condi builds can’t just consistently chunk off life force just due to condi ticks, they have to actually use power damage on the necro which is perfectly doable as literally any class/weapon combination
4. next give a baseline pulsing 1 sec stability to reaper shroud per sec to allow us to utilise our shroud abilities whilst in melee, if necro is being focused then they activate shroud 3 for additional stability as required
5. then allow necros to be healed through shroud, even if it’s at a 50% reduced effectiveness (not including sources of healing necros can already be healed with like life siphon)
6. finally allow necros to use or at the very least, see utilities, whilst in shroud
7. rework the soul reaping trait slightly to reduce life force lost on damage takenit helps with the power creep in the game, it gives us the survivability we need in team fights but doesn’t give us instant wins in a 1v1 or 2 scenario, it makes up for the inherent lack of other sources of damage mitigation that other classes have access to, and gives us the much needed stability
thoughts?
I like that you are coming up with new ideas, but most of these are far too much (to begin with, anyway).
For a first buff, I would instead just go with:
1. remove the passive life force degeneration while in shroud
2. Allow 50% or so of external healing to get through shroud.
(((Also — on an off topic — I think that a trait for power-reapers should augment the effects of, and provide frequent access to Retaliation. Doing this would help boost the viability of power-reapers by taking advantage of the fact they survive pressure through face-tanking it)))
Then see where we’re at after this. I imagine it would be enough.
This post was horrible to read. Please rewrite with proper spelling, grammar and punctuation. Otherwise no ones gonna bother seriously discussing this.
I couldn’t get past the first…“sentence”? I had to skim it and read the comments to get a vague idea of what (s)he meant.
If not the “build version,” what would define the desired “software version”? Something along the lines of 03.56.12 (<example)?
Was getting matched against a team of 2-4 players really that large of an issue?
Some of these threads posted on this forum sure made it out to be…
I’m calling it now:
If A-net decides to nerf the sustain of Druids, Dragonhunters, and/or Scrappers like so many of you are advocates for…
you will be back here complaining about how the meta is too bursty and how everything dies in seconds.
Maybe insert some random “condi OP” post somewhere.
I’m callling it now, but I feel like my warning will fall on deaf ears.
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Razor.9872
- If you want to raid you are expected to use certain build or not be welcome.
Only if you raid with people you don’t know. Join a group that doesn’t care what you run. There are enough people here who seem to think the same thing. Why not form a group?
- If you want to raid you have commit to schedules arranged by others, or you need to take on responsibility for organizing a successful raid.
You don’t need to. If you were to form a group like I suggested you do, and enough people were in it, you could just post in a guild chat “looking to do xxxxx. Who wants to join?” There, no scheduling, and no responsibility beyond starting the conversation.
- Out of all content in Guild wars 2 only raids are tuned to the point where people feel the need to exclude others.
I suppose you have never played in old CoF runs, or Aetherblade path runs, or the days when Tequatl and the TTW were introduced. Not to mention organized WvW zergs and PvP premades. That blanket statement you made is hardly accurate.
Having max mastery in everything in the game, but punished by being capped from any more xp generation ever unless you agree to the above – that’s unfair and unreasonable.
I agree that it would be unreasonable. Thankfully, that is not the case.
Imagine there was an pvp mastery that required you to get to the legendary league – that wouldn’t be fair either – indeed it would disrupt genuine pvp players. Likewise with raiding.
I would not carelessly throw around absolutes so casually with assumptions. In my opinion, that sounds like it could help add more pvp players to the gamemode.
Why not add new recipes for existing items that use mats that are over-valued in price? Like make a new recipe for scholar runes that doesn’t need a charged lodestone?
How about adding items that are no longer obtainable in game to a world boss reward’s drop table? Like the Assault Knight Power Cores? You could even add these to BLT chests for all I care, at least then the prices will drop on something that hasn’t been available in game outside of the Trading Post in almost 2 1/2 years.
Azurite Orbs are annother one… there should be a list of these….
Omg, I almost forgot Azurite Orbs existed…
My heart goes out to anyone wanting to craft Sentinel.
If we get some more pet tweaks like last balance pass I’d be ecstatic. And I’m going to be amazed if Druid isn’t needed again, but please anet, make the astral wisp more interesting, maybe have it remove a specific condi or something on its travel path, or make it spin faster, or apply like a stack of poison idk.
I wish it would either:
Transfer conditions from touched allies to the circled enemy
or
Transfer boons from the circled enemy to touched allies.
Or deal damage to the enemy each time the wisp heals an ally (in addition to the first damage dealt).
Oh, and Glyph of Unity (non-celestial) desperately needs attention. At the very least, double the duration and go from there.
Glyph of unity really needs work outside of the avatar state, what would be cool is if condi damage also triggered it, or if you transfered condis from us to our afflicted victims like every 2-3 seconds or something.
Even the celestial version of Glyph of Unity is pitiful. It has a cheeky 1 second ICD, so you can’t even use it to burst heal allies up in times of need. The seed it drops from the verdant etching trait literally does more healing.
I use it along with Rejuvenating Tides. That works pretty good.
If we get some more pet tweaks like last balance pass I’d be ecstatic. And I’m going to be amazed if Druid isn’t needed again, but please anet, make the astral wisp more interesting, maybe have it remove a specific condi or something on its travel path, or make it spin faster, or apply like a stack of poison idk.
I wish it would either:
Transfer conditions from touched allies to the circled enemy
or
Transfer boons from the circled enemy to touched allies.
Or deal damage to the enemy each time the wisp heals an ally (in addition to the first damage dealt).
Oh, and Glyph of Unity (non-celestial) desperately needs attention. At the very least, double the duration and go from there.
On the Glyph of Unity, I would argue that the duration is fine. However, if it is going to remain at that duration, the penalty for hitting the Druid during that time needs to be much greater.
That would put the Merciless Focus in a weird spot.
If we get some more pet tweaks like last balance pass I’d be ecstatic. And I’m going to be amazed if Druid isn’t needed again, but please anet, make the astral wisp more interesting, maybe have it remove a specific condi or something on its travel path, or make it spin faster, or apply like a stack of poison idk.
I wish it would either:
Transfer conditions from touched allies to the circled enemy
or
Transfer boons from the circled enemy to touched allies.
Every growing forward AoE has this, its not an issue, its a matter of timing.
DH longbow 3 says hi.
Dolyak Rune could be nerfed to stop working with Celestial force, Druid healing is fine though because THAT’S WHAT THEY ARE SUPPOSED TO DO! but they should nerf the stealth trait by giving it a longer cooldown. What good druids usually do now is they intentionally don’t use all their Celestial force so they can go into it again, moments later, only to come out of it and stealth again.
So? That whole time they are in stealth, you just capped the point…
They can only attack with their pet in that time to remain cloaked, so just dodge the pets’ 2 spike attacks and you’re golden.
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Razor.9872
Exactly. Raiders could be considered the only sub-category of the playerbase incapable of using/earning elite-specs without doing the rest of the game
Untrue. In that regard raiders are no different than Dungeon or Fractal runners. It’s because raiding is not considered to be a completely separate mode, but a submode of pve.
Raiders are expected to pve. Pve players may raid if they want to, but raiding is supposed to be just an optional mode. The same as Dungeons or Fractals.
Also, notice how they are not expected to do “the rest of the game” – only their base mode (PvE). Nobody requires them to do sPvP or WvW.
The double-standard is real.
I can post it, but before I do I want to check: would it be against forum conduct to do so? I don’t want to be infringed or anything like that for “spreading rumors.”
It is against forum conduct and i includes discussing datamined content (something I’ve been caught out for forgetting myself).
Dang…well, thanks for letting me know. I guess these silly gooses will just have to find it themselves.
I can post it, but before I do I want to check: would it be against forum conduct to do so? I don’t want to be infringed or anything like that for “spreading rumors.”
I think it’s fun.
I love emotes a ton.
+1
What I have been wishing for is a better skill bar with more attacks. The same 5 attacks all the time. Sword+Shield Warriors and Guardians have such little attack power and their shields do barely anything constructive when faced with multiple enemies. It also appears that wearing leather armor as opposed to full plate-style armor makes absolutely no difference. For example, I have a level 80 Warrior with a Sword and Shield. I am dead in five hìts from an enemy. And I can barely do any form of damage back. The damage is so ridiculously low, it’s like the game is FORCING you to use only 2H weapons. And the same 5 skills over and over and over again… This is getting really old. Increase the skill bar to four sets of 5 (Total of 10 skills, 10 abilities), and finally give me some options so I can actually come up with a ‘skill rotation’. Oh, and up the armor defense so I’m not taking 10,000 damage a hit even with a Shield + Armor. Maybe then I’ll do more PVE in your world. I can’t survive worth jack in your world because of the damage output of enemies, even when I’m fully decked out in the strongest armor I can get at my level and strongest shield.
Using your Warrior example, you just have to know what weapons are best at what. GS is the Warrior’s Cleave/Melee weapon. Axe/Axe works too, but that is mainly for single-target dps.
Sword on Warrior is mainly a condition-weapon. Are you geared for conditions? If not, then there is not much reason to use a sword. As for shield, if you are geared for conditions, it would be best to go Berzerker and use a torch.
It’s important to have a build that synergizes with itself.
I would like more bags because of the space problem I have in my inventory. I carry around 3 stat sets of armor/trinket/weapon/food/utility (not including the one I have on), the map chest keys, and other miscellaneous things. I currently use 112 of my 160 bag slots for the stuff.
Most of my problems could be solved with build-templates that store equipment in them, but until that day…
Why stop at 4? Why not have 6 lines?
(lol, jk. It would broken, but fun for a day or two [furture April Fools?])
EVERY mastery int he gliding line should have been granted immediately. Mechanics that are…quite frankly, needed to just get around everywhere should never be hidden behind a grind.
It’s not a grind. I was able to get the entire line just by wondering around and goofing off.
I had half of them done within an hour, just from doing random things…
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Razor.9872
Let’s be realistic here, people who had enough patience to get all mastery points from all the other contents by strongboxes/insights,, doing adventures and other achievements not willing to do a 15 minute event (that only fails if people have no idea of what they are doing and comp doesn’t really matter as long as you have two healers) to open the raid masteries makes no sense.
+1
It is honestly more “work” to acquire all the mastery points needed to earn spirit shards again.
Also, the “lock-out” from spirit shards only takes place in HoT maps. Being anywhere else in Tyria still allows one to earn spirit shards as long as they have all the Tyrian masteries unlocked.
Zealot is mainly an advantage for those who wish to take their Druid outside of Raids, too. Roaming around the open-world with Magi gear is painfully slow. At the same time, roaming around with Berzerkers kind of diminishes the recovering abilities Druid can offer.
Sure, one can run around in a mix of the two, but doing that when there is a single, uniform stat set is kind of counter-intuitive.
At the end of the day, having less health to rely on forces one to grow into a better player, and by extension — a better healer. If you find yourself getting downed due to your lack of health, then by all means — go Magi.
However, from my perspective, the extra health provided from Magi won’t likely be a deciding factor in whether one gets down or not. This is because if someone is not healing enough to keep their health capped, or consistently wanders into danger-zones relying on their gear to save them, then the different in survivability won’t mean much in the light of other issues.
Entangle / Ancient seeds:
- Now apply the root every 0,75 seconds instead of every second (so people do not just walk out in case they decide to slot a talent or Equip a Rune … )
I’m not sure what you are implying here. However, I believe Entangle to be balanced enough. There are supposed to be counter-measures available after one is rooted.
It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.
Just swapping a few jewels for Berserker instead of full magi here solves the problem. Still not a reasoning why would Zealot be a real advantage.
It’s mainly an advantage for those who wish to take their Druid outside of Raids, too. Roaming around the open-world with Magi gear is painfully slow. At the same time, roaming around with Berzerkers kind of diminishes the recovering abilities Druid can offer.
Sure, one can run around in a mix of the two, but doing that when there is a single, uniform stat set is kind of counter-intuitive.
At the end of the day, having less health to rely on forces one to grow into a better player, and by extension — a better healer. If you find yourself getting downed due to your lack of health, then by all means — go Magi.
However, from my perspective, the extra health provided from Magi won’t likely be a deciding factor in whether one gets down or not. This is because if someone is not healing enough to keep their health capped, or consistently wanders into danger-zones relying on their gear to save them, then the different in survivability won’t mean much in the light of other issues.
+1
Forum Community has some off-beat case of bipolar disorder.
Revenant needs condi-clear, sure…
But it doesn’t deserve condi-clear. It was intentionally designed to be weak towards condi’s.
Similar functionality to Guardian’s “Save Yourselves!”.
Similar problems in those game modes.Unholy Martyr works a bit better
Why not both? :P
What would you think if Power necros had a trait that provided a lot of, and augmented the effects of Retaliation to be more potent? Obviously this is a small change in the face of many issues. But it could be welcomed none the less.
It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.
My Druid need it. Neeeeeeeeeeed iiiiiiit.
It’s funny you complain about their blocks, when the only buffs to them were added dps.
I did like your comment on retaliation, and I agree. The more I think about it, the more I find Retaliation to be a fitting boon for power-oriented Necromancers. It would be cool if some power-focused trait (something in Spite?) provided more and augmented the effects of retaliation to be more punishing.
(edited by Razor.9872)
Berzerkers and Chronomancers have solid condi-builds too.
Build diversity is very low at the moment.
?
Guardian: full trapper, medi trapper, marauder symbolic, mender symbolic.
Mesmer: power shatter, condi mes
Thf: d/d condi evade spammer, d/p power thf
War: condi war , power rifle, power gs
Rev: power shiro, condi mallyx
Engi: marauder scrapper, condi bomb engi
Also Signet Necro, and Corruptionmancer
I still dislike the Sabatha fight intensely. To me it just isn’t fun and I find the throwing the bombs bit really fiddly and unintuitive.
But it is just an aoe? How is that fiddly and unintuitive?
I’m referring to the mechanic where you have to throw a bomb on the platform to port your teammate up. It just feels contrived. It’s probably my least favourite fight out of all 9 fights.
Right, that is just an AoE.
What a wonderful nonsense. I’ve had no substantial problems (apart from the usual ups and downs with randoms) with pretty much any kind of mixed group after the patch.
Can confirm. Just beat Mai Trin lvl 100 flawlessly and smoothly with:
Dragonhunter
Druid
Herald
Berzerker
Daredevil
I never want to see any drood other than zerk or condi in my team
Really? Not even Zealot?