Why even make this thread, What would they nerf? This is just as easy an any other dungeon they just added stuff in to slow it way down. Its incredibly boring, not difficult.
I have not read other threads but I seriously hope that people are not complaining that this is to hard already, I grabbed 4 random pugs and rolled threw this with ease about 20 minutes ago.
Rumor in-game was that they disabled the dungeon to fix bugs/broken stuff and nerf it so thought I’d make the thread. I find the difficulty to be perfect for a bad group it’ll probably be a bit easy with a competent group. Sadly my first time through ha the former.
Well I dunno about the nerf rumor but they do have a bug problem. At least they’re getting ahead of it ASAP.
We found an issue with the Aetherblade Retreat dungeon. We have temporarily disabled access. We will restore access when the issue has been fixed.
Will it be followed by a hotfix patch?
This tells me that they thought about it, and decided it would be too much on top of all they’ve done so far.
Movement and sticking targets was increased greatly on the warrior this time around. Lets see if that helps first.
Anyone try Riposte against a ranged attack now? You continue to block all ranged attacks for the duration. Surely this wasn’t intentional…was it?
And yes, I did read the patch notes. This just seems very OP atm.
So I just tested out cleansing ire and burst mastery in some WvW to see how well it works hammer still has the blind problem of missing the burst not removing condies, but besides that these 2 traits work against each other.
Cleansing Ire removes an amount of condies on adrenaline spent, burst mastery makes you spend less adrenaline on burst.
Anyone have any thoughts or input on this.
Thoughts:
Add less, test more. This could have been avoided with someone testing the altered traits properly.
- Blurred Frenzy: This is now evasion instead of immunity. This means it will be affected by retaliation. Increased the cooldown to 12 seconds
Thank
F’n
God
Sorry, “1,000 blades” is an old wuxia movies term and I just got it stuck in my head
. And I’m not angry at all – just pointing out that the underlying theme, consequence, and DESIGNER INTENT of the changes is obvious – the combinations being disrupted aren’t being disrupted accidentally. Those combinations are the primary target of the warrior changes.
Its just that the only people who ever call HB anything more than HB (spelt other ways obviously) have been upset at the skill. That’s why they do it. Its a childish way of showing you don’t like something by changing its name to emphasize a point, and it happens a lot on the forums.
So you’re saying you weren’t doing exactly that? Alright I guess I’ll take your word for it.
I play the “I’m older and slower than I was 10, much less 30, years ago” class. Fortunately my build comes with a really sweet tax bracket and lots of free time to play games like this. I’m much sharper with stunbreaks out in WvW than I was even a month ago. But fact remains across 8+ years of MMOs that there is nothing I find more tiresome than “mez’d to death” gameplay. The pattern of Warrior changes is an old and familiar one – less burst and more sustain so that fights are not decided in a single combination. I’ve found quite a few MMOs committed to PvP evolve towards slower time-to-kill rulesets and that’s what I see in many of the changes described in the leak.
Though I am sympathetic to the human body’s faults as we age, I don’t think that’s really a valid complaint to make against any one particular build. Most games that have PvP gameplay come with the understanding that a little reaction time is necessary.
That does not mean everyone should plan on being able to react in under a second or not play. Personally, I think the Quickness nerf was way overdue. Even the way it is now is just broken. Now it provides almost nothing for a short period of time. Just remove the speed increase on skills and change it to something else. It was never a good idea.
What you’ve said, however, is that players are being pinned long enough for HB to land with “absolutely overwhelming regularity.” I really don’t see that at all. I have a zerk build war that I use in WvW. He’s a lot of fun. I don’t ever land a full HB anymore. Most of the time, the only way I’m hitting people with HB the entire way through is when other players in a larger fight walk in and out of it, taking damage and leaving.
Seriously though, what class do you play?
Hmm. How could they possibly have felt a need to distribute stun breaks more widely…? Oh! I know! Pick me pick me!
They’ve moved the stun breakers from more powerful skills to less used skills so that classes like the warrior can have a chance at landing an attack like Bull’s Charge and actually effect the fight. Check the ele’s cantrips. They can cry foul but its just one more step to leveling them out. In April they were brought from god status to demigod status. Unfortunately for players in the top class, it’s filled with overly zealous PvP class-only individuals that just play the best class available and claim they have “uber” skill.
Because we weren’t all carrying stun breaks?
Most players in PvP carry at least one stun breaker. Even zerk wars. I’m not aware of any instance that a player wasn’t automatically given a host of unfriendly “L2P” arguments for not bringing at least one stun breaker.
I guess maybe they thought they’d make some changes so people in set-ups other than 100% roamer would get victimized a little less often on their way from place to place that actually has scoring value.
And we get to the crux of the matter. You run zerg build and you’re upset that there are players picking you off on your own from place to place. Believe it or not, roaming is important. Picking off players rezzing and running back to reinforce, defending camps, spanking yaks, flipping sentries, harassing keeps and generally putting players on edge are all part of the WvW meta and they all help.
If you want some friendly advice, as you’re transitioning from alone to zerg, find skills, a weapon set, and traits within the same build that give you some help in a small group or 1v1 situation so you can at least leave the fight. The only classes that can’t do that are the guardian and the necro, but those classes can do well with their best 1v1 builds in the zerg anyway.
Am I being trolled? That’s my only explanation at this point…
Pretty much.
Anyone who thinks the Dual Wielding trait is better than almost any other trait available at Adept tier is a complete noob.
– “Burst Mastery” has been changed to: Burst skills deal more damage and cost less.
^^^I don’t want to get too excited, but this could definitely be a change to set up getting rid of Brawn in favor of CD reduction for our class stat.
I was thinking that too. Have to wait until tomorrow…
I was thinking that….but then I remembered this was the “big” trait patch. If they were ever going to do that, it should have been now and not later.
They should have left HF and BP numbers the same and combined them as a Grandmaster trait under Strength.
Seriously what the heck is A-Net thinking?
Is it really so hard to tell what they are thinking? They are thinking pure DPS warriors are significantly above the target values, and in no small part because they are able to pin opponents long enough to deliver 1,000 blades with absolutely overwhelming regularity. The central nerf was less cripple and therefore less automatic success of long, immobile damage cycles. Associated nerfs deal with easy maxing out the adrenal pool at the open of the fight to again deliver 1kB as the core gambit of every encounter for those builds.
They poked a couple high damage, bursty builds in the eye with a sharp stick, and buffed dang near every other aspect of warriors. What they think pretty much speaks for itself when looking at the game as a whole rather than championing 1-2 specific builds that are popular precisely because they are over-performers. Warriors get to be a bit better overall, but that mode of play is getting a boot on its neck, and believe me every single player at the receiving end of it is breathing a sigh of relief. Being immobilized and then ground to nothing by 1kB is simply NOT FUN.
Sorry if you were running what got the hammer. Adapt or move on. But the reasons those things are getting nerfed aren’t exactly a mystery.
First of all, its Hundred Blades…not sure if you’re trying to be funny or accentuate your anger over nothing.
Secondly, what the hell class do you play that has an issue with HB? If you get stuck in that entire attack at this point you’re just a complete noob. Sorry but Quickness was nerfed, Bolas hardly hits a target, Bull’s Charge is easy to dodge, and if you bring one stunbreaker or condi clear you’re fine. How could you possibly let that full attack land on you? I’d like you to explain how you fail to use one break and win. List class, build, gear, and sPvP/WvW so we could all get some context on why you’re angry at the noob-killer build.
http://www.guildwars2hub.com/features/editorials/sky-pirates-tyria-traits-preview-part-one
There is a preview to hold you down.Well them notes are identical to the leaked notes, further strengthening the legitimacy of the leak.
I guess the patch notes were real.
So if I copied and pasted something questionable on my site it’d be legit?
There’s a ton of stuff missing from the gw2hub and the overpow3rd sites compared to the pastebin link and one of the two sites clearly did a ctrl+c, ctrl+v from the other.
I see “Unofficial” under the title on one of those links. Also, what’s with the Versatile Rage trait notes? It already states its on a 5 second cooldown.
Now there’s a ton of stuff missing too.
This reeks man. I’m waiting for Tuesday.
You can roam and do well with zerker gear in WvW if you can react fast enough. Of course you don’t get a lot of room for error. And against other glass builds the fights normally go pretty quick. The only thing you have to watch for really is the troll thieves. They’re still bunker with a lot of movement. I don’t suspect that will last too long though.
In tournaments you probably won’t see warriors at all in the high-end b/c this game’s best strat is to bunker ftw if you can’t spike. Warrior is lacking on the healing side too much to play with the ‘big boys’ as far as bunkers and his only spike is highly predictable and was nerfed.
I don’t play a lot of sPvP though and when I do my zerk build works fine (mostly because you can’t build the same kind of zerk in sPvP). With the upcoming added mobility I’d suspect he’d be even more viable, though still out of the high-end.
But can we stop with all the comparisons to real life in video games? This is a game. If they gave you a skill to one-shot players with ease but you only got it by min-maxing 100% into one stat somehow, people would be doing that. It’s got nothing to do with professional fighting in real life.
See what you guys don’t get is the tale of poor Razor who’s been upset ever since they started nerfing RTL. See Razor used to run a D/D Zerker build and when he got into trouble he’d just RTL out of danger. But then they nerfed it and ever since he hasn’t been able to pull it off and everything has been doom and gloom.
Poor, poor Razor
Actually… I’ve been really enjoying the focus. It’s arguably better than off hand dagger by a long shot now that RtL is useless to get away from anything.
Why are you still mad about the times I’d shut your face in embarrassment months ago? It’s not hard to use logic. You should try it sometime.
I lol’d
So you really did try to build D/D zerk and exploit OP skills? Wow.
Sry bro, balance happens.
Assuming the leaked notes are true:
Lose – Heightened Focus
Gain – Warrior’s Sprint @ 25%My build will change to 30/20/0/0/20 with
Strength
Restorative Strength
Slashing Power
Berserker’s Power
Arms
Furious Speed (definite 10s of swiftness on 15s cooldown)
Forceful Greatsword
Discipline
Warrior’s Sprint (25% speed w/ melee weapon)
Mobile StrikesThe extra mobility will definitely make up for loss of +9% crit at full adrenaline (not even permanent +9%). I may even go to sword main hand with all the extra cripples and damage it gets.
According to these “leaked” notes.
is this for pve/wvw/pvp?
i assume pve since it’s silly to go glass in wvw and pvp.
what’s the use of mobile strikes in pve in terms of dps?
should trait 25 in arms since it gives you 10% more damage instead and ditch mobile strikes
Can’t ditch Mobile Strikes for PvP. Its not ‘silly’ to build zerk in PvP and WvW, its hard. I enjoy the challenge personally. Can’t stand the bunker-and-win playstyle, it puts me to sleep.
Assuming the leaked notes are true:
Lose – Heightened Focus
Gain – Warrior’s Sprint @ 25%
My build will change to 30/20/0/0/20 with
Strength
Restorative Strength
Slashing Power
Berserker’s Power
Arms
Furious Speed (definite 10s of swiftness on 15s cooldown)
Forceful Greatsword
Discipline
Warrior’s Sprint (25% speed w/ melee weapon)
Mobile Strikes
The extra mobility will definitely make up for loss of +9% crit at full adrenaline (not even permanent +9%). I may even go to sword main hand with all the extra cripples and damage it gets.
According to these “leaked” notes.
Sorry if i dont care a lot about the damage on a golem as long as i hit 449 on a random risen.
In the first screen i use a common shatter build without phantasm traits. In the second one i use a phantasm build with both the damage traits.
Yes i used a PTV weapon, the only item that wasnt zerker when i did those screens (armor with ruby orbs, every ascended item with berserker stats). Does it justify a 449 damage and a 655 damage?
Yet sometimes it crits for 7500, without boons/conditions on the same mob it hits for 655. This is unrealiable, if i need to catch a foe i want to be sure the phantasm hits and for a decent amount of damage.I dont really want to hit 12k with a phantasm but a bit of consistency would help.
What I see here is the “first hit” issue that I noted in my screenshots. Sometimes it looks like the first strike of iBerserker only hits once.
And that’s usually the only hit you get in PvP before your phantasm is destroyed. Ergo, Berserker is bugged and it’s not simply a floater issue, as we’ve all been saying.
More than that, I’ve gotten numbers below 1k on consecutive hits after the initial summon. There’s no consistency and the phantasm is missing far too often.
My war, decked out in full zerk gear, will non-crit ONE Whirlwind Attack hit for around 600-800 on those guys. Basically the same amount of damage. Guys, this isn’t an iZerk bug. Now if you want to say something’s up with Risen Nobles taking too little damage, that’d be a different post.
As far as I’ve seen, this is a 12-page thread filled with people who didn’t realize how OP the original iZerk was. Sorry, it was just way too powerful. It wasn’t nerfed, it was fixed. The fix did result in a lower damage output.
Now I can give you guys a piece of advice about iZerk. Take it or leave it. The first hit on iZerk can seem disproportionately distanced from the last 3. I’m not sure it’s like that with the war’s WA. You might want to start there for your bug analysis, if there indeed really is a bug.
So basically what you guys are doing is simple current mechanic analysis, applying it to a presumed new mechanic, and slowly figuring out that it’s not going to be all that useful or impressive in most situations.
If these patch notes are right….everyone seems to be okay just believing some picture of text in pastebin.
I’m missing something here. when did healing surge use adrenaline? is that changing soon too?
Gives adren not uses.
The remove condi is when we gain a bar of adren not use it.
So if you use Healing surge and gain 3 bars, you’ll also lose 3 condis (hypothetically).
Except the leaked notes say:
Cleansing Ire: New Master tier trait with the following effects. Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent.
So are they wrong?
It will more than likely be a Grandmaster trait in Tactics that removes 1 condition per stage of adrenaline. Not to mention you’re potentially tying a condition removal to a skill you normally use for a completely different reason. Also, if you miss with an adrenaline skill you don’t waste adrenaline. So you would have to land the attack in order to clear conditions. If not, you’d see warriors specifically missing burst attacks in order to keep the adrenaline and setup a 10 second cooldown condition purge. That’s counter-productive and possibly OP.
I predict that if it’s not a separate “F2” skill, you folks will be very disappointed and Anet will be forced to look into the trait and burst skills to fix yet another problem they’ve created out of thin air.
He’s not the source…
He’s posted it to troll…you guys can have fun being trolled o.O
The OP’s name is “fony” … nuff said.
One thing I will tell you about warriors is that if you don’t have vit/tough gear on your warrior you have little room for error. It is there, your base hp and a few skills allow for some mistakes. Its just harder to play. Most content is easier on the thief if you know the fight and when to dodge. Thieves get a lot more ‘outs’ so if they use one at the wrong time there’s a good chance it wasn’t the last one available.
On the warrior forum you’ll hear a lot of complaining about how bad they are in PvP. On the thief forum its PvE. The difference between the two is that warriors are definitely at the bottom of the totem pole as far as PvP is concerned whereas thieves just have a lot of instagib players that don’t know how to use their skills to evade instead of trying to facetank and DPS their way through PvE content.
The thief is a little more selfish than the rest of the classes in GW2. He can lay fields if he has the proper weapon set, and he can share some things when traited for it but most players don’t take them. That can make the thief less desirable in dungeon groups, but unfortunately that’s on the player and not the class itself. I won’t not invite a thief or kick them from group, but I mostly don’t look for thieves to group with specifically because most of the players on that class try to PvE with their PvP buttons.
Anyway, you’ve got a warrior up to 40. Push it to 80, get some exotics, and smash some faces in dungeons. If you like it, you can stick with it until you’re bored. THEN play a thief
You’re not really defeating a burst cleanse either since alot of classes have passive removal let alone they save their cleanse for pin down which is the setup for other abilities.
If they’re saving their cleanse, they’re taking the burning damage anyway…so who cares.
Passive removal is build-reliant.
Burst cleanse is how most builds remove bad condition situations. Quick re-application of short duration conditions defeats it.
I’m not arguing any one particular build over another, I’m just stating general facts about the game.
If it’s traited you will do less damage overall cause of the 10% damage buff they gave to dual shot a couple patches ago but forgot to apply to stronger bow strings trait. It’s very hard to get ppl to stand in combustive shot let along keep plinking away on someone to stack a very weak burn.
If you build for condition damage burning is actually pretty strong. Stack that on bleeding applications you’ll definitely be getting off and its got a lot of ranged condi potential. People usually don’t build that way with the warrior though.
The trait will be fixed in due time.
(edited by Redscope.6215)
Greatsword isn’t our main offensive weapon, Axe is. Greatsword is our main Mobility weapon, which is why it always gets a slot, you can’t get out of a fight without rush. The offensive power it has is icing on the cake.
Axe is high burst damage, but that hardly classifies it as “THE” offensive weapon. In fact, even the shield can be used offensively.
The main thing that sets weapons apart is their flavoring. Greatsword is high mobility and that can be used both offensively and defensively. That’s the main reason the Greatsword is the weapon of choice for nearly all builds. Mobility is the most important tool in anyone’s arsenal in GW2.
Outside of rebalancing burst skills, they could easily add another burst skill. Two burst skills to choose from would give a little more utility and flavor to the currently bland adrenaline system.
Not to mention the “F2” ability could be split for the off-hand weapon when there is one.
Just a few ideas for off-hand "F2"s:
Warhorn
- Sound the Attack: Damage and Daze surrounding enemies – Duration based on adrenaline.
Sword
- Skewer: Puncture your foe, applying multiple stacks of bleeding – Number of stacks based on adrenaline. Triggers follow-up skill [Rip] (sword 4).
Axe
- Rake: Rake your weapons down your foe’s body crippling and bleeding them – Duration of both based on adrenaline.
Mace
- Toss: Throw your mace at a foe dazing him – Duration based on adrenaline. Range 1200.
Shield
- Flight: Throw your shield at a foe damaging and bouncing off him to other targets before it returns to you – Number of bounces based on adrenaline. Range 900.
Some two-handed F2 ideas:
Longbow
- Poisonous Shot: Fire an arrow that poisons in an area – Number of applications based on adrenaline. Range 1200. Radius 180.
Hammer
- Belly Smash: Smash your hammer into the ground kicking up dust and blinding nearby foes – Duration based on adrenaline. If a target is knocked down, this attack re-applies knockdown. Radius 240
Rifle
- Bag Shot: Fire a bag round at your target stunning him – Duration increased based on adrenaline.
Greatsword
Change Arcing Slice before anything else….please? I…I can’t even think about adding another burst skill to this weapon…
Some of these are probably very OP…but I felt like giving suggestions.
How is the less than 1 second of burn from dual shot going through combustive shot’s fire field an awesome amount of condition application?
It hits twice. When traited, its 2 definite finishers. 2 seconds of burning on a target with a 1.19s attack rate skill means you’re stacking up burn. Not to mention if they’re standing in Combustive Shot’s field they’re already getting hit with up to 5 stacks of 2 seconds of burning.
The fact that it’s constantly re-applying defeats most classes burst cleanse as well.
(edited by Redscope.6215)
Obviously you’re not going to try and ‘look cool’ in a bad situation….come on now Daecollo… :p
Its actually meant to be a skill that grants a higher ‘proc’ rate due to hitting more often and gains adrenaline quicker. It can be 2 ‘projectile’ finishers at once also. Considering the longbow’s burst skill is a fire field, that’s an awesome amount of condition application.
As one dev said in an interview, it can be used to mitigate boons like Aegis by simply pressing ‘1’. He gave pause to that statement while saying it because he was slowly realizing how extremely overvalued Aegis was, and still is.
Straight-up simple question. Why does Fire Aura have have such a ginormous cooldown?
I really do want to know, and I hope every Ele out there bumps this thread until we get a good answer.
Your good answer:
You have 4 sets of ‘4’ and ‘5’ skills. That’s 4 more high-end skills than everyone else and depending on how you outfit your engineer, it can be 6 more.
Eles basically have 4 weapon sets. Their last two skills should really never fall below the 30 second cooldown mark (even though some of them are shorter and RtL has its cooldown reduced when hitting a target).
Try this for effect:
- Whirlwind Attack
- Bladetrail
- Rush
You end up slicing through your target, throwing the blade at him, and then chasing him down bladeless only to catch the greatsword and hit him with the end of the Rush skill.
When timed properly, it looks pretty cool.
Here’s what I’d like to see for adrenaline changes:
Arcing Slice
- Breaks Stun
- 300, 450, 600 leap based on adrenaline.
Berserker’s Power
Increased damage based on how much adrenaline you have used.
- 1 stage – 5% damage for 10 seconds
- 2 stages – 2x 5% damage for 20 seconds
- 3 stages – 3x 5% damage for 30 seconds
In this manner, using a burst skill at stage 1 3 times would stack the buff 3 times but for 10 seconds after the last use. Using the burst skill at full adrenaline would give you all 3 stacks at once for all 3 durations at once. Bursting at any stage below 3 while the duration is still longer than the stage grants would not refresh the 3rd stage duration.
In other words, if I burst at stage 3 and gain 15% damage for 30 seconds, then 10 seconds later burst at stage 1 or 2, I would see no change to the buff. It would continue to count down at 20 seconds.
Heightened Focus would end up using the same mechanic.
You may get away with something like this for Adrenal Health, although it is a minor trait and less likely to be changed.
Lol’d at 1st vid. Prime example of what JP is saying above. Go roll a warrior and figure out how Whirlwind Attack works. Its the same exact thing. At 0:45 you say it hits twice when it hits 3 times. Watch it again. It only applies bleed on CRIT. Read your traits.
On the 2nd vid you’re mostly seeing 2 or 3 hits depending on distance to target. That’s completely NORMAL!!!!!! Don’t freak out that your damage was fixed and call it a bug.
However, 1:03 in on the second vid, that looks like an immobilization bug with the attack. It appears that the berserker is getting stuck somewhere and instead of finishing out the remaining attacks on the spot, they fizzle. That might be something to look at.
Look, guys, I just tested this in the mists. It isn’t bugged. What you all are complaining about is the fact that the zerker doesn’t wtfpwn people anymore. Sorry, but it was doing obscene amounts of damage before they fixed the projectile bug. Yes the izerker’s damage is nowhere near what it used to be. That’s called balance.
I’m sorry but most of the mesmers on the forums continue to prove that they need to learn how the game works. Of course I can’t blame them since the class hardly had to play by the rules for the longest time.
At the risk of saying things that have already been said. I have an opinion as to why Ranger’s are normally on the “Don’t Call” list for dungeons.
1. Ranged combat draws little (if any) agro and sharing the damage is important in GW2. I can’t tell you how many times I’ve been the only melee in the group. And its tough. People want other melee builds to spread the damage out. Its annoying having to run behind everyone because you’re out of tricks only to have the monster pull out a ranged weapon and try to pick you off instead of anyone else currently dishing out copious amounts of damage.
Now there have been times when a Ranger’s pet has tanked a few monsters and that’s always useful. It doesn’t happen often enough to be reliable though, and the pet is something that could be easily re-summoned so it can’t be turned into a damage sponge.
2. Ranged combat is much easier than melee. Its a fact. Being in the fray gets you the attention of monsters, but also gives you very little time to react and begs a reaction from everything monsters do. You have to play harder to play melee. And to be honest, whenever I play ranged PvE it feels like cheating.
Because of this learning curve, people who have stuck to ranged combat since release can be slower to react strictly because of the situations you’re put in. If you’re always able to save your dodges for the ONE red circle that comes your way, you’d have a very skewed perception on how many red circles are being tossed about during a fight.
If you play with a Ranger in the group that isn’t doing much, but he doesn’t get downed, you’d figure he’s a good player and the Ranger is a bad class to group with. On the same token:
3. Rangers have a distinct lack of ‘tells’ or projected attacks. In other words, as a player with a Ranger for an ally, I’m not quite sure what you’re doing. At times, Rangers can appear to be doing absolutely nothing. Now that helps greatly in PvP, but not for attracting people’s attention in groups. Couple that with the 1st point I’ve mentioned and it looks really bad for Rangers when the group wipes.
Also, what I’m seeing here is legitimate concerns wrapped in a bunch of “QQ I wanna headshot!” posts. Ranged damage does less than melee for a reason; its ranged. Having range on a target is a distinct defensive advantage that is unable to be ignored. Not only that, but your pet is a very important source of damage as well. S/he can be destroyed, but s/he can also hit like a DPS build on your bunker Ranger.
The benefit of melee is, and should always be, increased damage because the drawback is increased incoming damage…by a LOT.
Yes, the Ranger could use some love. No, not in the damage department.
I sadly have to support the fear here. So far everything Anet did on Elem class went strickly against what they said, not even slightly away from the intent but purely AGAINST what they’v announced.
And yeah, Byron’s sig pretty much sums it even if there is much more to quote.
So eles get the one nerf patch that brings them into line EIGHT MONTHS after release and it’s a knee-jerk reaction? That’s gotta be a Guinness world record of slow reflexes.
Sorry, no. All ele nerfs in late April were WELL overdue. Anyone with a brain could see that. The only ones who don’t like it at this point just can’t play without their OP. Ele is still a very strong and extremely versatile class.
Try and make an argument for consistent burst cleansing of all your conditions at will, or a bugged RtL that travelled 350 further than it should have and was on a shorter cooldown than any other movement skill of its type. You can’t. The only thing I’ve seen out of these forums is, “QQ but it was my fav way to play!” … yeah, you and about 99% of the other eles who ever went into PvP of any sort. D/D bunker was overplayed for a reason.
They took their time and identified the EXACT sources of the d/d bunker build’s OP; its insane movement and ability to purge conditions like they weren’t even part of the game. I’m surprised it took them so long, actually.
I can’t believe there are still so many tears and fears over people losing their OP though. Amazing. Be positive guys. Since the exact problems of the ele have been sniped, they can now look to buff some of the weaker traits in order to make things interesting. There would have been no reason to buff anything in the ele’s arsenal back in April.
A bug that puts you in a permanently immobile state? I’m pretty sure that’s going to get looked at.
I mean, it only took them a few months to fix the warrior’s Fast Hands trait or half a year for Earthshaker’s damage radius. It’ll be looked at.
Surprising, no kicks in the Thief-nethers. Should I be afraid for next month?
This was not a balance patch. They’ve said that in the SotG prior to April’s patch, the next patch (this one) will be primarily bug fixes.
How about no?
You already dominate every other class in dps, you’re the most polished class in the game. You have nothing to complain about.
Well if you actually cared enough to pay attention then you’d know Anet’s stance on the warrior is that he’s pretty friggin worthless in PvP right now. When people stand still and shrug their shoulders like mobs, they get destroyed by warriors….but the problem comes in when they realize that the keys on the keyboard actually make their character do things…
When they first made classes, weapon swapping was a warrior thing.
Somewhere along the line, it became something for all classes to use.
Now the warrior needs something else to make up for the fact that his unique capabilities were spread around throughout the game.
The 4 hits do not always happen if the IZerker is far away from the target it might only get 1 strike in because the animation generates 4 attacks. Saying it only hit a static target 3 times doesn’t really tell the whole story. Hundred blades or whirrlwind on great sword are similar. Each attack has a size and facing and timing and those things determine if a hit occurs.
So basically what you’re saying is:
“Go play a Warrior and learn how the skill ‘Whirlwind Attack’ actually works.”
Sound advice. Expand your knowledge of the game people.
FYI: If you use Whirlwind Attack right next to the target, you won’t get all 4 hits off unless it follows you. I can’t remember the last time I FOLLOWED an iZerker…
Sorry, I just had to point this out:
Another GS build. [blah blah blah] It relies on being carried.
Here’s a more balanced build that won’t drop like a fly and you still have enough [blah blah blah blah blah] if you work together as a team
So either way you’re expecting teammates to pull some weight for you.
What was your point again?
What class do you play? Why don’t we invent a trap for rangers that doesn’t allow them to evade for 30s?
dont thieves have nearly constant evasion if built right?
Sure, just like you can play a cantrip d/d ele or a dps staff ele.
Doesn’t mean we should create a trap that affects attunement swapping because dd ele are strong roamers.
No, they just nerfed d/d eles. The tears were delicious, btw.
Just like they tried to nerf stealth, but Karl McThief didn’t like it. So they came up with another method. A near-usless waste of badges and supply for someone who just has to win THAT badly against the noob-friendly mulligan class.
I find it amusing that in every other aspec of every game that people want balance. But in wvw matches where they r for the most part balance everyone complain about being stale. When it comes to wvw u can’t have balanced matches and non repetitive matches unless all severs r equal which is impossible for anet to do. Only the players can balance servers
That’s not true… they could go all communist Russia on people and force you to play on the servers that need players
Though, to stay on topic, there should really be more incentive to play in WvW. Ascended items, constant class balance, and an improved ranking system will help but it can only go so far… and adding more PvE events in the WvW zone is not the answer.
I think WvW and PvE should be further linked through the squad system. Start with adding a squad player list, like most games have with raids, and then give players the ability to translate their ranked benefits to PvE zones when in a squad. Then, design PvE encounters or events that make use of those benefits. The small story arches they’re doing in places like Southsun Cove could pan out into more of a “siege” event with pre-generated equipment that uses bonuses and monsters that count as guards, lords, and claimers. They could even label it a [Squad] Event so players know to actively look for squad mates.
That’s just a thought, and it may not work, but I think many players would agree that WvW feels too separate/insignificant to the rest of the game.
you’ll never be able to buy ascended items for badges.
1) badges are kitten easy to get on high tiers, this is so you can buy lots of siege.
2) waaaay too many people are stuffed senseless with badges and are too selfish too buy lots of siege and want rewards for themselves, aka ascended items.It’s not ever going to happen, and you can quote me on it
Will do.
I will expect to see patch notes:
- Ascended items are now able to be purchased at specific vendors in WvW
- User “Cottage Pie.6215” has had name forcibly changed to “Cottage Humble Pie.2703”
AC damage to siege will be nerfed, so not sure why people are complaining about that.
Other than that, I agree with OP to some extent. The suggestion is a step in the right direction but perhaps allowing people to damage a door once it is below 10% health would be a better solution.
Counter-intuitive? Shouldn’t be possible? Ever heard of an axe?
As far I have seen, the door are made out of wood and not metal. And I think you an cut wood.
Johnny didn’t had troubles with it: http://static.guim.co.uk/sys-images/Books/Pix/pictures/2009/01/07/shining460.gif
Reinforced gates are metal plated as far as I can tell.
The correct answer is, “We hurl fireballs, teleport, and resurrect from the dead.”
I’m pretty sure we can stop arguing reality now…
Stop whining about things being unfair.
This is wvw, an all out war. Sorry your server’s “army” is smaller and uncoordinated but that’s your problem. I’ve seen small groups push back zergs time and time again with good strats. I’ve also seen zergs decimate unorganized roamers. It’s just part of the game.
If you want a false sense of fairness or balance or feel you need to be protected by rules, go play Spvp or something.
WvW is where the big boys play.Big boys hide behind their mommies (the zerg) while the little kids (roaming groups) slap them silly. Call yourself a big boy all you want but in the end of the day my 8 man roaming team will not be able to defeat 50 people however good our tactics may be. Why? AoE limit. So if you give disadvantages to small groups by default why not give advantages to them too? I know for a fact that AoE limit will never be removed, as much as I’d like to hammer stun a grouped up blob of 70 people that will never happen.
Shame they designed this game for “big boys”. Go ask your parents for more gems meanwhile.
Wow, what scrub tier do you play on where zergs are being destroyed by an 8-man?
Pitiful…
So let me get this right, after Southsun living story is done, we’ll geat Dragon Bash which i’m guessing is annual because of the Dragon Festival back in GW1. Correct me if i’m wrong, but isn’t the Dragon Bash something very asian and Canthan? NCSoft said to not add Cantha, but yet they let you create “asian” content?
There are still PLENTY of people of Canthan descent in Divinity’s reach. Those old traditions don’t just magically go away when your family is stuck on another continent for a few hundred years due to the ocean becoming a deathtrap.
We’ve all seen what being isolated from the world does to your culture in terms of China and Japan. It becomes nearly stagnant. If the Canthan culture was isolated for that long, barring any sort of major catastrophe, it should be stronger than ever…right?
There is a reason why it’s called ‘Dragon Bash’ and not ‘Dragon Festival.’ All will be revealed in due course.
That either means we’ll be getting a “Dragon Festival” at some point, or that the name itself infers the bashing of a dragon during the time of the festival.
Personally, I’d like to see a big dragon piñata hung up in Lion’s Arch so we can all “bash” it…and then loot bags fly out…to which we may be eligible for a random roll on a new “Dragon Tail” back piece…
Food for thought…