Yeah, the Legendary weapons are there as a way for people to consume large amounts of wealth/time for bragging rights.
Its basically there for the guys who absolutely must have the best available at any cost and have the lifelessness to do it.
Perma-stealth is highly annoying in open-world PvP. I’m glad Anet has balanced a class around having stealth as an ‘out’ rather than an ‘in’.
IMO, dungeons are not run for gold or experience. They should be run for tokens. However, because not everyone wants the same dungeon tokens, there isn’t much incentive to help others run dungeons if gold and experience are dropped.
I think dungeons giving universal token is not a good answer, either. This will only make people run the easier dungeons. Therefore, I think a dungeon token conversion to a universal token would be a good solution. Probably something like 5:1 since tokens drop in sets of 5.
Additionally, perhaps 5 bonus dungeon token for completing all routes of a dungeon would be nice, as well as 5 bonus universal tokens for completing all dungeon routes of all dungeons.
Exactly. Dungeons are run for the GEAR specific to the DUNGEON.
Problem is, how much easier is it for you to get the same effective gear by any other means in the game? … Its like putting a child against Tyson. Its stupidly difficult to get gear via dungeons in comparison to the rest of the methods in the game.
Not to mention you have to run the SAME content repeatedly in order to get the gear you want vs. having the option of exploring nearly all of the rest of the game and accumulating wealth for other methods of acquisition.
So unless there’s a look that makes you weep every time you log in, I suggest not doing dungeons at all.
Get rid of the constant diminishing returns throughout the game!
in Suggestions
Posted by: Redscope.6215
I’m already level 80, for one thing. And the anti-farming system goes across areas/zones with the enemy types, so it’s not a simple matter of leaving the area.
And no, my only goal is not to accumulate money/loot. I like to play the game AND BE REWARDED FOR IT not sit around getting no loot from hundreds of enemies and less and less reward from events constantly.
The point is that these systems affect normal players the most, not bots, and that it’s not fun to be constantly slapped with diminishing returns for simply playing normally.
What exactly are you doing that you’re fighting hundreds of enemies and not getting loot?
Where are you finding the patience to spend all that time in the same area doing the same thing over and over?
I think they could fix it by making a variable population cap by which the largest side can only be ~20% bigger than the smallest side….but the dragon idea is definitely a more hands-on approach lol
Just a quick suggestion, and I’m not exactly sure if this is possible seeing how this game is set up, but there should be a few long-term, map-spanning events.
Here’s a few reasons why GW2 is the perfect game for something like this:
Scalable Dynamic Events.
There is nothing out there available to players that can match how well the world is consistently active without player involvement. Events happen all the time regardless of the number and even existence of players. This is the perfect set-up for an event that can start in one area of the world and move into a completely new area. It won’t troll over people simply because it has moved to where there isn’t a raid group waiting for it.
Content Usage.
The lower level areas in most MMOs are usually “forgone content” in a sense that they’re highly used, polished, and required in all games but during the lifecycle of an MMO-like product, they become barren wastelands of monsters that haven’t died in years. In GW2, you don’t suffer from highly geared, leveled, and experienced players mowing through earlier content like gods, but outside of bringing a new character or a friend up to speed, you still have no reason to return to those areas. A true worldwide event would give reason, meaning, and perhaps even CHANGE to the areas they once knew as a youngling.
Side-kicking System.
As stated before, when high-level players move to lower level areas, they are bumped down accordingly. Granted they still have more heft than someone earlier on in the game, but they’re not overbearing. An event that spanned the multitude of level ranges would not be detrimental to ANY area in this respect. And the flood of new abilities and massive attack arrangements would most definitely spur-on anyone who is on the fence about the end-game in the ‘newbie’ areas.
Traveling by Teleportation
Just because an event has picked up and moved doesn’t mean you have to follow it on foot and drag out what could be a quick transition into a half-hour get-together for people to move from point A to point B and prepare. Just click where you need to be and seamlessly transition. Watch in the sky as a dragon from Orr sails out of the map, then port back to Divinity’s Reach and see him come up from the south dragging a wave of dark clouds and pestilence across the land. “New World Event: Defend Divinity’s Reach”
A True Desire for Change
When people hear that the landscape can change, they want it to CHANGE. Imagine failing the defense of a race’s starting area. Think of the real-world implications that could come of it: “Divinity’s Reach is in ruin and townspeople everywhere are locked in their homes at the mercy of the undead masses. Drive them out. This is the last place you can call home in Tyria and the fate of your entire race hangs in the balance.” Players can no longer make new Human characters until this event is defeated. That last part doesn’t HAVE to happen…but it should be considered if something like this were to ever take place.
Not saying this model is perfect…or even possible…just a suggestion
Its because utility and traits in GW2 tend to be incredibly underwhelming, especially if you came from WoW but also if you came from any other recent MMOs. They have high reuse and very weak effects.
Its not just WoW…although I’m sure there are tons of MMO neophytes out there who can only relate to that game. All other ‘structured’ MMOs have multiple classes with a plethora of skills on shorter cooldowns that grant similar, if not longer, benefit times.
GW2 is very different. It has a highly balanced PvP structure in mind and CC effects on another player are extremely powerful. All they did was balance the PvE around longer cooldowns.
Anet has taken a big, bold step in the new direction of MMOs. They’re leaving the button-mashing playstyle and favoring a more twitch-oriented, skill-based combat mechanic. The nature of what is happening is that the combat is going to have to get much more involving for classes like the warrior but it doesn’t have to change very much for classes like the elementalist.
When you cast a spell in GW2, you’re essentially doing the same thing you’ve done in all other games. Sure you’ve got more mobility and have to take into account timing and trajectory a little more, but its nearly the same; watch the enemy, cast your spells, react to the situation accordingly. Your spells are usually long-duration, long-cooldown, high-damage or CC effects that you gear up for and use sparingly and when needed. And they usually look amazing.
As a warrior/guardian/thief/etc things have changed quite a bit. In these other types of games, you’d close the distance and start spamming all of your weird, wacky, flashy moves until the monster was dead (of course, using specific skills as needed). Because combat is not engaging in other games, you’re essentially a melee-distance spellcaster with shorter cooldown skills for visual effect.
In GW2, you forgo the constant barrage of crazy, jumpy, spinny moves for a more engaging combat situation where you have to react consistently and often. You use less skills but at more meaningful times. Its a different ballgame. Since the skills work relatively the same, however, it FEELS like you’re doing less. Lets face it, pressing 1 in GW2 is the same as pressing 1 in any other game: You’ve pressed 1, congratulations. What it does and why you do it has no bearing on that physical fact.
Its not perfect, and this evolution is by no means complete.
Let me finish by repeating that I do NOT find my warrior boring, but I can see where the OP is coming from. His point is not lost here. This is a change that will take time to perfect. GW2 comes way closer than almost any other game in existence right now.
Just a quick note about these traits: They activate AFTER the stated effect.
- Defy Pain activates AFTER you’ve been hit WHEN you’re below 25%. If something would kill you in one hit when you get below 25% for the first time, you’ll die to it.
- Last Stand activates Balanced Stance AFTER you’ve been hit with the listed CC effects. Stability is also a boon now so its able to be removed by classes that can.
- Shrug it Off activates “Shake it Off” once you’ve accumulated a second condition. One condition will not activate it. Also, “Shake it Off” only removes one condition.
Not saying these traits aren’t as good as they are, because they’re all pretty useful, but I’ve seen too many ‘bug’ reports saying they don’t work when in fact people just need to pay a little more attention to what exactly it is they do.
Someone please close this p!ssing contest thread in which most people will turn into major buttholes and start posting random hate of anonymous internet text.
100 blades is INSANELY overpowered for PVE right now.. my friend stopped playing his warrior because it was just too easy. His gameplay consisted of moving to a monster, hitting 100B, moving to the next monster, hitting 100B, moving to the next, etc, etc.. The skill does far too much damage for such a ridiculously short cooldown.
He stopped playing because he was having so much fun playing an easy class? I seriously doubt that. He stopped playing (if thats even true) because he wasn’t having fun. The Greatsword seems to hinge too much on HB. Its like an ‘all of your eggs in one basket’ skill thats easy to outmanuver.
For PVP one on one the skill is very interesting, with enough reaction speed you can avoid Bull’s Rush I guess, but it is far too powerful in zergs, as you just kill 5 players at once with the click of one button that way, since its total damage far exceeds most players’ maximum health.
First of all, HB’s max targets is 3, so I already know you’re talking out of your lower hole. Secondly, you’re saying an AoE is OP in a zerg? Yeah…if you stand in an AoE its your fault. They don’t call it a zerg for nothing; its a relatively disorganized pile of people who simply pick targets to mow over due to numbers.
You want to nerf HB because it can be used in a situation where people aren’t paying attention to massive effect? Try almost any other AoE skill in this game. I play with a buddy of mine who runs a thief in PvP and he downed 6 targets at once with the shortbow AoE…just the nature of the beast.
But for PVE, 100 blades is stupid.. in those few seconds one 100B attack does more damage than 4 to 5 other players can do all together, and 8 seconds later you can use it again, the dps in pve even for warriors with low power and crit, is beyond insane.
You do know that the axe’s auto attack hits for about 17% less DPS but can be cycled much more quickly than HB and hits the same amount of targets right? You don’t play the class yet you’re criticizing it based on opinion, misinformation, and faulty observations.
Warriors have the highest armor, the highest health, and the highest damage, while having a very high amount of mobility using the skills of the greatsword along with Bull’s Rush. I’ve seen a warrior completely get away from 3 players, they had no way of catching up as the warrior rushed away at a rapid pace.
Guarantee you none of those players were thieves. If they were, they just played poorly.
The warrior and the elementalist right now are the most unbalanced classes.. the warrior is way too powerful because there is no downside to his insane damage output, even as a glass cannon they still have like 24K health, where as an elementalist and guardian has 10K health.. while the elementalist is unbalanced the opposite direction, he has the lowest damage output, the lowest health and the lowest armor. An elementalist needs several minutes of attacking to do the total damage a warrior does in one click of a button.
In full zerk gear warriors will have just over 18k health…and you kinda need nearly all zerker gear to build a glass cannon. That’s really the point.
Also, if you’ve come here to complain about the elementalist class’ damage, you’re in the wrong place…this is the warrior forum after all.
(edited by Redscope.6215)
It seems to be the only class thus far where a slightly higher than normal latency can result in the majority of your weapon swings missing the target. This is probably because the creature may actually be slightly farther ahead of you than what you see on screen. Ultimately I thing the lag compensation needs to be adjusted.
Also attacking a stationary destroyable object (the road blocks by the Sons of Svanir come to mind) can miss a lot when using a melee weapon. You have to find the perfect angle to actually hit the object.
Actually I find that you need to move while swinging sometimes in order to hit objects such as gates/trebs/etc. If you stand still, all you get are misses.
Ironically, this makes Hundred Blades completely useless for taking down objects when this bug occurs lol.
Hundred Blades doesn’t need a damage nerf. It needs a position change, IMO.
Nothing worse than having to deal with being a noobcrusher build because of one skill. Swapping HB into the burst skill slot and bringing Arcing Slice into the realm of a useful skill would be a buff to the GS. Especially if they let you move while its active.
I’m hoping they put AS back to its former glory of a leaping attack.
Its a joke man…really…take yourself seriously a little much on the internet?
Also, what you offered was a buttload of hate for the OP. I hardly see constructive criticism in your ‘play better’ post. lol
You just invited every single child on these forums to reply: “Then go play another class!” … just get ready to duck.
In comparison to other classes, the warrior is a very “plain and simple” class. I don’t find him boring but I do think he’s a little lackluster. The banner skills are actually pretty cool, but because of their long cooldown time with little benefit its hard to justify using them if you’re not traited for banners.
I think lots of people feel the warrior is a little on the short end of the stick with regards to uniqueness of class. This is because of his early development syndrome.
Early on, the warrior was hailed as the master of weapons whos sole ability to switch up weapons in-combat was indicative of how he would play. The idea of ‘chain’ skills was also listed as a ‘warrior’ ability which allowed him to have a more diverse line-up than others who used the same weapon types.
These two unique features have since spread over nearly all of the classes. Not only that, but the way traits have been changed from their original system of being chosen on a per-weapon basis to being character-wide choices hurt and further pigeonholed the “weapon master” class.
Not sure what can be done at this point, those systems have been balanced around other classes and are now at the ‘foundation’ level of the game.
If you build likekitten expect to play likekitten
There’s a trait in the discipline tree that makes movement skills break immobilize. Take it. GS gives you 2 outs, Hammer(what I use) gives you one, Sword would give you another one on short cd.
Stop building glass cannon. I run 27k hp with 1.9k toughness and still have 3200 power. I don’t kitten on people but no one kitten’s on me either. Thieves and mesmers have to work to get me to go down and I can pound on them for quite a bit.
Try playing a support role, we actually do good. Take the warhorn and shouts, spec up to healing shouts. Team will love you.
We have options, use them.
With all the cats in your post its hard to catch the point you’re driving at here…
I’m sure its on the short list for expansion material. Right up there with Greataxe being an xpac weapon.
The only reason I’d make Arcing Slice a 2nd skill leap is because Arcing Slice’s first iteration was a large leap that increased in distance with more adrenaline. It should really be restored to its formal ideal. I must admit Hundred Blades really is more of a burst skill. I see where you’re coming from when you say it feels like Flurry, but there’s only so much you can do differently. If anything should feel similar at all it should probably be weapons of the same likeness.
They’d probably never do this but it would be kinda neat to see Hundred Blades turn into some sort of self-buff to increase usage of Greatsword skills. Like a 10 second % cooldown reduction based on adrenaline.
What I would like to see change on the Greatsword:
- Hundred Blades moved to “Burst Skill” for Greatsword
- Hundred Blades max targets increased to 6
- Hundred Blades no longer roots while channeling
- Hundred Blades cooldown increased to 10s base (to match other burst skills)
- Arcing Slice is now the 2nd skill of the Greatsword skill set
- Arcing Slice no longer grants Fury
- Arcing Slice now leaps at the target (600)
- Arcing Slice cooldown reduced to 6s base
“Fast Hands” trait is broken. I have absolutely no idea how to replicate it but it only works about 1/2 the time and it sometimes applies a 5 second swap out of combat.
Also, after the Sept.14th change, “Rush” is hitting less than ever; in my personal opinion.
There’s some Guardian around casting them, that’s why they can’t be killed…shh
Yeah I’ve noticed the ‘weapon’ monsters seem to be a little odd in the events. I’ve killed many of them before but only as random mobs.
I had assumed early on that the GS would be my main weapon. After playing with it a bit, I switched to a sword+axe combo and never looked back. A sword in the main hand still gives you a charge-attack (a leaping one, btw), and the axe is still pretty fun as an off-hand weapon.
To each his own man. Its about finding the playstyle you enjoy in this game…
I think Anet has done a fairly good job of that. MUCH better than most games in the least.
Also, sounds like DreadShinobi is the classic Elementardist that hasn’t figured out how to counter HB yet…so bad.
dodgeroll
OH BOY I WIN.
didn’t dodge roll
Mist form!OH BOY I WIN.
Also I main my warrior in pvp, not my elementalist, I have alot of experience both delivering 100 blades and receiving it, I know exactly how it works, kthx.
Then you should know they’re not nerfing it.
Unless you were being sarcastic, you can take your qq of HB elswhere…this isn’t the thread for it so try not to derail.
Sorry for feeding the troll guys.
The Major Trait VI after putting 10 points into Tactics.
“Increases damage for every boon on you”
Does this apply only to every different boon? Or can I stack one boon and the damage will increase further?
I think you’re wondering about might here, yes? Would be nice to have each might stack as extra damage. I do not believe that is true; regardless of stack number, once you have might you have the boon.
Would be nice if they just turned the skill into a line rush with damage to targets within range during the skill.
Like a “Path of Righteousness” type skill from Hellgate London
Then we could use Bladetrail, WW, Rush and pass through targets 3 times
Bull’s Charge = 4!
Swap to a MH Sword/Shield …. Leap, Bash = 6!
Well I was referring to the fact that it would go through and damage targets in the path. But yeah, warriors can get lots of movement…which is very much needed…
I got it. I thought it was funny
I have a friend who loves to pick up random banners and run off with them.
Does he have to go around the neighborhood telling people that he’s on a list for doing that sort of thing when he moves? :p
I guess you guys weren’t around when they used to make those kinds of public announcements….
Joke just got killed. Sorry people!
Its 10pm. Do you know where your banners are?
Your banners can easily get into trouble with strangers, be kidnapped, and even held for ransom if you’re not holding on to them. It happens every day. Some unsuspecting Warrior settles into a fight and lays his banners down for a few seconds, turns around to fight a monster, and when he comes back….they’re GONE! I know what you’re thinking too: “It’s not my fault! I’m a good player! I watch my banners!” … that’s what they all say. The fact of the matter is that you need to keep an eye on your banners at ALL times in public. You can’t sit them down alone for even a second in today’s day and age.
Honestly though, people should be forced to drop them if they wander too far from the warrior who cast them. Problem solved.
…
Now if we can only do that with people’s children.
mmmm I think it was [Insert Any Asian MMO Here] or so where the player could actually set up its own shop for some time. And I don’t think that was very bad idea.
It would at least solve some backdraw of the trading post. Most stuff will hardly sell there, since nobody is actually actively looking for that one specific object (and thus will never be noted).
Bolded words in quote have been changed for accuracy.
Really you make my point for me because firstly they don’t scale the drops. a level 10 drops level 10 armor, etc. Secondly they don’t scale XP, or not nearly enough. When I want XP its more prudent to go to an area that you are 3-5 levels under. Its a waste of time leveling by killing lower levels
…Then go to a higher level area and level there? The real reason you’re making this suggestion is because you don’t want to take the time to kill things to get to gathering nodes. It has nothing to do with leveling, so don’t try and rebrand it to that.
That’s not entirely untrue. Why should I fight level 5’s when i want to collect say copper? That part is true for sure. Still, why would I want to fight a level 5 the drops aren’t scaled to my level and the exp is almost non existent?
Would you like to be forced to buy all of your lower-level materials for making lower-level items once your level 80?
Many of us would not…I’m okay with making other characters gear at their level by going back to the areas they are in and farming the materials myself.
Honestly I know this is just a suggestion forum, but this suggestion is like "I suggest we be allowed to turn off the ‘Guild’ part of Guild Wars 2 and have it just be ‘Wars 2’ " … I’m sorry but it makes me laugh. No disrespect, just easily amused I guess.
I haven’t cried at all about the skill, nor did I say I die to it. I don’t. I beat 100B warriors back when i was using Dual Swords condition build. You’re assuming. I believe we know what happens when you assume.
I was pointing out Quickness as being the reason people think 100B’s is so baller when really it’s just decent.
Yeah there’s a u in assume too j/k … Anyway:
I agree quickness buff is very, VERY powerful. That’s why everyone gets a big negative for having 4 seconds of it on-call with a minute cooldown. Back in BWE1 Frenzy actually increased crit damage and gave 6 seconds of quickness. So quickness already got nerfed. Outside of removing it altogether, I’m not sure what else they can do to it.
Problem is not 100B, problem is 100B with Quickness on.
Same for HS, PW, and any other no cd big shot moves.
Nerf/Remove quickness and 100B isn’t that great.
Here’s a few answers that I think would teach many people about the HB situation and how to get over themselves:
- Frenzy only lasts for 4 seconds every 60…avoiding the warrior for 4 seconds isn’t hard
- Frenzied warriors take 50% extra damage…CC and kill them
- Only players who don’t pay attention get rolled by Hundred Blades
- Have skills/abilities to negate CC
- Warriors relying on CC+HB+WW are usually weak as hell
- Cry less over being a weak high-damage build
Pick your poison.
Frenzy was already nerfed. Its possibly the worst way of getting quickness in the game. Deal with it.Why are you posting like a pompouskitten I play a Hammer/GS warrior with 27k HP, 2k Toughness and 3200 Atk. I run Stability in every build. I don’t care about 1v1’s. The problem is when it’s a coordinated team burst. Quickness makes reaction time incredibly small and 60 seconds isn’t that big of a deal. Hell I can almost get an entire HB’s off just in the span of a Hammer stun and I don’t use quickness at all.
You also act like a GS glass cannon Warrior isn’t going to pop stability while they do their combo either so they can’t be interrupted.
You don’t react to quickness, you react to either some big dufus running at you or being immobilized. If you’re not CC’d, HB sucks man.
If you don’t run on Tarnished Coast, I’ll build a HB spec’d war and find you…I’m pretty sure you’ll ignore my faceroll killshot simply by clearing immobilize. Its not a hard counter. From the list I’ve provided, your poison would probably be bullet point number 3…pay more attention.
Also, coordinated team burst? … Okay your problem has just shifted from “Nerf Hundred Blades” to “Nerf Teams with Warriors that are using Hundred Blades” … big difference. Kinda like asking for a nerf to teamwork. I don’t see that happening anytime soon.
I’m not being pompus. I’m being ‘wtfumadbro?’ tired of people crying about a skill that has been this way since the beginning of sPvP testing and has been nerfed time and again but they still manage to cry about it.
I kinda figured you were on the same page as me w/ the whining…obviously I wasn’t reading that vibe into your post lol.
(edited by Redscope.6215)
I have also so far been riding the 2h GS…signet in every util slot because for leveling and exploring its simple(lazy) and really all you need…..and above all else I am all about being lazy when I am first experiencing a new game world. But after reaching level 40 and starting to take a greater interest in game mechanics, profession synergy, working in groups, etc I am tossing my GS and going to experiment with the other more active, effective and useful options. X/Horn really sounds like i could be pretty cool. Ive tried Hammer a few times but never really spent enough to time to really use it well so might try that if I can get myself a decent Hammer.
500:0 (win:loss) tourney group runs their warrior with Hammer/Mace build for support/defense. He can CC and lock people down like no other. Its incredibly powerful when group fighting.
I expect that in dungeons it would create much better situations for non-boss fights.
Bosses get CC reduction and immunities like crazy…which is part of the reason why they’re difficult fights for melee classes
So the 8000 that flies above the mobs head is the added tottal damage?
What…
Check your combat log for individual HB hits.
Problem is not 100B, problem is 100B with Quickness on.
Same for HS, PW, and any other no cd big shot moves.
Nerf/Remove quickness and 100B isn’t that great.
Here’s a few answers that I think would teach many people about the HB situation and how to get over themselves:
- Frenzy only lasts for 4 seconds every 60…avoiding the warrior for 4 seconds isn’t hard
- Frenzied warriors take 50% extra damage…CC and kill them
- Only players who don’t pay attention get rolled by Hundred Blades
- Have skills/abilities to negate CC
- Warriors relying on CC+HB+WW are usually weak as hell
- Cry less over being a weak high-damage build
Pick your poison.
Frenzy was already nerfed. Its possibly the worst way of getting quickness in the game. Deal with it.
Would be nice if they just turned the skill into a line rush with damage to targets within range during the skill.
Like a “Path of Righteousness” type skill from Hellgate London
Then we could use Bladetrail, WW, Rush and pass through targets 3 times
They know that this happens and they’ve changed this skill before. In it’s current state, it will run at the target and swing AT them regardless of direction change. I’ve had it stop and turn me around to hit the player I’ve run past.
The problem is that when they’re NOT in range it still takes the time to swing at nothing.
I’d rather it not swing if there’s nothing there and let me continue on.
Also, sounds like DreadShinobi is the classic Elementardist that hasn’t figured out how to counter HB yet…so bad.
Pretty sure they’re going to put up ‘no build zones’ within keeps and indoors. They just haven’t gotten around to balancing that aspect of WvW yet.
Honestly guys I don’t think Heartseeker is broken. I think they need to nerf the trait that grants 20% more damage on a -50% HP target.
That grants MANY skills a lot of power but when used in conjunction with Heartseeker it turns combat into “Hey there’s a target, HeartseekerHeartseekerHeartseekerHeartseekerHeartseeker … Is he dead yet?”
Remember how everyone was crying “Nerf Hundred Blades!” on the warrior? Yeah, it turned out that Frenzy granted a ton of extra crit damage and that was what needed to be nerfed…and it was…
(edited by Redscope.6215)
I play a warrior mostly and I can’t tell you how much I notice that thieves who don’t use steal on me are easy kills.
Not because they get a “win button” from me when they steal, but because the ones who actually use it usually know how to play a better thief. They know how useful the skill is, so they use it at opportune times.
Greataxes were already mentioned by a dev as “Expansion Material” in a reddit forum.
Here’s my list of likely weapons and a reason in ():
Greataxes (as mentioned before, of course)
Scythes (because GW1 had a class devoted to them)
Polearms (because underwater spears already exist)
Brawler/Fists (likely to be a class add…possibly a martial artist monk)
Crossbows (because its too much like the bow NOT to add)
Chainsaw (likely to be a main weapon in Engineer’s Power Tool Kit add)
Other than that, I don’t know if they would make it in the game because they’re hard to do…but I’d like to see Flails.
Simple cosmetic suggestion but could easily change PvP balance:
Require players with multiple weapon sets to present them at all times regardless of current use.
“You guys do too much damage with 2handed swords,” said the HeartseekerHeartseekerHeartseekerHeartseekerHeartseeker Thief.
From what I understand of the last change to sigils before release, the proc/swap sigils all share a global cooldown. Unless this has changed, you can only gain one swap effect every 9 seconds and you can only gain one proc effect every 2 seconds.
In other words, if you have a ‘gain x on swap’ in one weapon set and a ‘gain y on swap’ in the other, even if you have a 4 second (minimum possible in-combat swap time) cooldown time on weapon swapping, you can only gain a swap effect every 9 seconds.
If you have 2 on-proc effect sigils equipped, you can only gain the effects of one proc every 2 seconds. This is not to say that two of the same proc chance sigils on one weapon set is useless b/c every 2 seconds it is calculating a chance to proc on either; its just not nearly as good as having two that work independently of one another.
This was put in place to balance the fact that two-handed weapons only have one sigil slot and some builds can swap weapons at more than twice the rate of others creating overpowered effects in combat.
Edit: Let me just add that prior to the aforementioned change, dual wielding the same sigil would double your ‘effect on swap’ duration. People had the ability to generate 6 seconds of chill every 9 seconds with Hydromancy runes.
(edited by Redscope.6215)
As others have already pointed out, everyone can do a pretty good job at healing. The important thing to note, however, is that there are NO dedicated healers! If you attempt to spec healing and just stand in the back doing nothing but tossing heals you are only going to hold your group back.
Like many other healers in many other games, you can do more than just heal. I don’t know that I’ve ever played a game where the healing class does nothing but heal…unless I tell them to because their reaction time is too terrible to do anything else useful.
Healing, Buffing, Debuffing, CC, Damage, and Tanking are all parts of this game and you can make any class more effective at one than any of the others. However, that doesn’t mean that all of those other abilities cease to exist. Regardless of spec, you should always be performing as many roles as your class allows for to help your team out.
Its actually more about how the role you want to perform is played and how well your play style fits the class you chose for it.
So you’re saying that because the pet isn’t really doing as much damage as you.. that he shouldn’t be pulling the mob’s threat? Every mob is different in terms of what grabs their attention depending on what kind of mob it is. They have varying priorities whether that be “Attack pet first”, “Attack Warriors first”, Attack Light Armor users first", and the list goes on and on.
LOL
Proof or you’re just talking out your ‘other hole’.
As far as my experience goes, mob aggro in GW2 works like this:
- Initial threat. Pulling the mob usually grants the largest amount of aggro in one action.
- Distance to target. If you’re closer, you’ll build more threat. After a period of time, you’ll have aggro.
- Damage. Damage is still a factor in the ‘changing of hands’ for the threat system. Depending on how the numbers work, you may be able to pull threat by damage alone. Nobody has put out any numbers on this so don’t even try do debunk it.
- Skill type used. The mobs in this game sometimes have specific skills that are used on players based on their distance from them. If the mob has a “minimum distance” AoE skill, you’d be better off walking into melee range to avoid it.
all this “conditions are too strong anyway” talk by welps building glass cannon without condition removal is amusing. a vitality power build with some condition removal will beat a condition build everytime. condition builds are a counter to all those high damage low vit builds alot of players are running. also I am pretty sure the change to vulnerability was made to make vulnerability to affect conditions thus you are not entirely crippled if one of your big stacks (that takes time to build up) is suddenly removed otherwise the nerfed condition application for several classe that was done in the past would make no sense at all.
if you want to moan about condition damage then moan about the condition damage of monsters, especially boss monsters which was not touched at all.
Not exactly sure who is saying that condition damage is too high or too powerful. Must be someone who deleted his/her post. We’re discussing the topic of Vulnerability only effecting direct damage attacks.
As I’ve said before, this is how it is balanced. Armor levels do not reduce condition damage. Vulnerability does not increase it. Outside of the “Malice” stat, nothing increases or decreases condition damage.
It’s been balanced that way and hopefully will remain balanced that way for simplicity’s sake. Not saying they won’t change it, but I’m hoping that game mechanics don’t have to change that drasticly after release.
The main reason for the change to Vulnerability is BECAUSE condition damage effects all toughness levels equally. If you removed a certain amount of toughness on a character, then your toughness level effects the damage that condition causes. If you increase damage by a flat percent, everyone is effected equally.
Lets try not to veer off-topic with odd comments that appear to be that of trolls in a BUG reporting forum.
Signet of Mercy doesnt always work.
also Ward skills are misleading, since players can roll through them.
On the wiki it says you can jump over them. I don’t know that this is the case anymore.
It probably just comes down to an oversight on Anet’s part with regard to their own combat system giving 100% evade to dodge rolls.
Hell they USED to have traps be unavoidable by dodge rolls. I guess they found out that if you don’t know where a trap is because you didn’t build the level, its too hard to not be able to roll out of the trap :p
Tooltips say “1% increased damage taken” on skills that apply vuln, on the actual tooltip you see by the health bar of the monster, it says “Defense is decreased; stacks in intensity.”
Vulnerability NEVER increased damage taken by conditions. Toughness does not reduce incoming condition damage. Nothing does. Nothing can effect the damage you recieve by conditions outside of the condition damage that the player adds to his or her own character.
Vulnerability was balanced around that fact and remains balanced for only effecting direct damage. Conditions are powerful enough on their own.
My question is what is wrong with after you take a large hit backing up and going ranged?
Why should players with mostly ranged options not be forced to go melee but those with mostly melee be forced to go ranged?
Is it okay to need many options? Yes. But I don’t see players at a distance taking any sort of penalty for doing so. Just melee.
You haven’t fought Earth Elementals yet then. They have a projectile reflection ability that they will randomly toss up.
I have, and I know exactly what you’re trying to do. Think about this though: What makes you WANT to walk up and melee the elemental? The fact that your projectiles could, at some RANDOM point, be reflected at you? That’s what dodge rolling is for.
You’re not forced into melee range with an elemental because he (probably only once if your DPS is good enough) throws up a shield and reflects a few times. As a matter of fact, you’re better off staying at an even greater distance to get a better chance of rolling out of the way of your reflected projectiles.