currently the only hard counter to rev is engineer and mesmer moa transform and unlike mesmers engineer’s version sucks as it has a radius of something like 15-30 AKA the elixir bottle has to actually hit the target directly
its not just the blocks its all the healing factors and life force gain as it stands revenants are able to 1 v 5 unless certain elite specs are against it , no profession should be able to withstand 80k+ damage actively in a single combat without disengaging with berserk gear
Or orrrrr, here is a fun idea. Play for fun not grind. Masterys are going to happen eventually.
Maybe mindlessly killing everything we come across isn’t really “fun” anymore? Maybe being productive and having goals is more fulfilling in the end?
this ^
the point of precursor crafting was so players had an alternative to the rng grind to begin with
I’m not pessimistic but we had just a new weapon and trait but not new mechanic like druids for example or the others…
we got FUnction Gyro!!
…
seriously da fug
Wahoo OP nerfing to recieve ankle bruise on landing
as great a skill as it is it loses its purpose of disrupting group fights because only those at the landing location are affected and its radius is apparently smaller than that of med kit’s bandages
this is currently the only Hard-counter we have to some of the elite specs like reapers and it is depressing seeing it drop by their feet and do nothing
precursor crafting’s whole purpose to exist was because the precursor rng grind was too insane already
anet breaking promises and screwing with player’s trust why is it even surprising anymore.
O Colin the Smiling One save us
as a charr i am dissapointed in your flying grapes they are crunchy and taste of oil and rust
this is more serious than it actually seems as the function of blast gyro was to be used as an opener and force players to either waste an evade or pop on invuln or aegis or take massive damage
Scrapper certainly stands up to its name by being a huge pile of scrap
*buy to play, not pay to win.
gw2 is advertised as F2P and a level playing field in pvp, i guess that is no longer true.
Gated content that can only be acquired with money and gives you even slight advantage is pay to win.
it is indeed paytowin from a pvp only point of view the elite specs are currently trashing others with no effort specially Reapers and Revenants
however the new specs are indeed considerably superior though, im buying the expansion later anyways so it sucks to be you f2pers
water places are the best chill spots until the day anet decides to put a kraken in it
You forgot to add along side with making hero points in new area 10 per, instead of 1. Dungeons are getting gold reward nerfed to incentivize new content also!
Basically they are worried the new content sucks so they are forcing us to play it. At least that is my take on it. (otherwise why would you do soo much to force us to play there?)
They’re not forcing you.
Would you still do the dungeons, if they gave you nothing?
Yes. I’d do dungeons for the tokens. In fact, that has been the only reason that I have done them.
Same here, but how many others would have the same mindset? Gl finding a party…
Any evidence that it will be difficult to find a party?
some dungeons are already deserted like caudecus manor you’re out of luck if under 80 as the most i see is like 1 party bout every 6 hours asking for : 80s experienced berserker only.
It’s always been like that. Have you tried forming a party around reset? Some of the least popular dungeons have a better chance of getting done around that time.
still means you ll have to do dungeons at specific times if you want to party up and this is before the nerf .
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Rezzet.3614
the biggest low blow is having to pay for content you wont get , because as far as i know we have to pay for the expansion+game as they are bundled but we have the game and we wont get an extra account to give away , you cant honestly tell me 1 or 2 character slots are gonna be compensation enough for it .
You forgot to add along side with making hero points in new area 10 per, instead of 1. Dungeons are getting gold reward nerfed to incentivize new content also!
Basically they are worried the new content sucks so they are forcing us to play it. At least that is my take on it. (otherwise why would you do soo much to force us to play there?)
They’re not forcing you.
Would you still do the dungeons, if they gave you nothing?
Yes. I’d do dungeons for the tokens. In fact, that has been the only reason that I have done them.
Same here, but how many others would have the same mindset? Gl finding a party…
Any evidence that it will be difficult to find a party?
some dungeons are already deserted like caudecus manor you’re out of luck if under 80 as the most i see is like 1 party bout every 6 hours asking for : 80s experienced berserker only.
You forgot to add along side with making hero points in new area 10 per, instead of 1. Dungeons are getting gold reward nerfed to incentivize new content also!
Basically they are worried the new content sucks so they are forcing us to play it. At least that is my take on it. (otherwise why would you do soo much to force us to play there?)
Yeah, I really don’t know where they’re going, with this. This is my point, though. They’re literally abandoning the old content. They are doing exactly what every dead mmo has done, in the past.
They are not abandoning old content.
how does the old dungeons nerf benefit the non expansion gameplay ?
meanwhile engineers get a pulling hook to have enemies be merciful and hopefully finish them sooner
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Rezzet.3614
/sigh
(Silver platter) here yah go. The whole game unlocked for you. Enjoy.
Because it would be morally wrong to have new maps and new skills at the same time.
Hmmm. I could have sworn that when the game first started I had to unlock the weapon skills then the utility skills then the traits by playing to level 80 and getting skill points, for each and every single char I made.
Could be wrong of course, but that’s what I remember.
Just you. When I played the game at the start, players finished weapon skills by level 3 of a particular set if starting fresh via mob kills, and also received all traits by level 60, there were no level requirements by tier, and all of these were based solely on level instead of any kind of content-gating.
I.E., you had the last 20 levels to enjoy a full build and start working on gear for endgame rather than reaching 80 and just learning about the game or not getting to enjoy the content you’ve just completed to create a build to complete better.
In other words, yes I did have to level without any tomes or writs or by fast leveling in eotm. I had to get to level 60 to unlock everything by playing the game and it me hours and hours to get to level 60 just by map completion and events, and there wasn’t any way to fast track it.
I guess my memory isn’t so faulty after all.
but you dint have to beat all dungeons nor all skill point challenges to unlock all of your traits and skills heck you dint even had to do the game’s story quest line
yeah lets make it easy for rangers to exploit their 2000+ range longbow shots, as an engineer the only worthwhile good thing it offers is being able to hold number key and auto toss nades wich should be implemented to the core mechanic as a whole
and yes they ve solely focused on this expansion , they even stated there wont be new content for the core game for a while as they ll keep focused on making living story content for the expansion .
Or it will encourage more people who bought the base game to buy the expansion because it is easier. Frankly there’ll be plenty of incentive to go back to old areas anyway.
if they truly wanted this they wouldnt had bundled the core game to the expansion to forcefully sell it for 50$+ and would ve offered the expansion individually for those with the core game
i am a developer and work on net working as well and i know there is absolutely no limitations to having both options heck many older games have been doing it before even the mmorpg that must not be mentioned has done it .
(edited by Rezzet.3614)
you all ignore that you have to walk under the gyro to get stealth and that the gyro is not only moving at all times but it is visible and can be attacked
it is very situational maybe for rezzing people or stomping
As someone who has plenty of SPvP games on an Engineer, you are lying to yourself if you don’t know why people get mad at Engineers:
“Oh kitten I missed my combo, guess i’m in some trouble…
JUST KIDDING
ELIXIR S, HEALING TURRET, GEAR SHIELD, THROW ELIXIR S, TRAITED ELIXIR S, HEALING TURRET, GEAR SHIELD, ELIXIR S, THROW ELIXIR S, GEAR SHIELD, ELIXIR S, MIST FORM, GEAR SHIELD
XXXx2007epicengiexxxXXX: Outplayed"
Elixir S and Gear Shield need to be removed from the game. And before you say “ur just kitten” almost all my games in SPvP are on Engineer to the point where I can’t really play any other class. If you play Engineer only to cycle invulnerability while waiting for Healing Turret and hundred nades to cool down like a cheese salesman you should just go play Mesmer or Thief, I heard they have an opening on the “huge coward who think’s he’s good” position.
You aren’t “outplaying” anyone. You aren’t even playing the game. You’re playing the waiting game.
if you die to someone with a build solely focus on healing and shields and die to shield skills i believe you are the one who sucks at the game
in the current state of the game engi currently sucks
but scrapper does seem like it ll shine some light to the engi class
Engie used to be super fun back in the turret
Yes, winning 1v1s while afk was fun.
anyone who makes this remark clearly was an idiot who sucked at the game
The Only players that can complain about turrets being unfair to them were those running pure condi builds as turrets were inmune to conditions
turrets were easy to counter by anyone with a brain and some Power in their build
i’d go with number 2 because the reason people hate rng is that no matter how much time and effort they invest in doing content they arent rewarded wich then starts making them feel as if they were instead punished for working hard .
number 2 seems to reward players for actually investing time and effort into content rather than just being lucky .
if i join a game thats 400-0 you bet your sweet bottom i am gonna leave said hotjoin there simply wont be enough time left to enjoy the match even a bit
- Eles have access to 20 different, wide-variety weapon skills with a single weapon equipped.
- Engies have access to up to 30 weapon skills equipped with kits.All other class have 10 weapon skills (12 for warrior), and the only classes that can spam them are thief, and the soon to be revenant. So why would Ele for example need another set of 20 weapons skills?
When an Ele with 20 weapon skills asks for another weapon, to get 40 weapon skills, I cant help but ask, should then a Ranger be given 6 more weapons, for a total of 8 weapon swaps, you know, for the sake of this so-called “balance?” Its only fair, right?
what moron of an engineer uses a 4-5 kit build and is actually successful in game ?
ranger was probably running the cheesy instakiller pet build and i guess stealth attacks arent registered
The build your referring too hasn’t worked since the aquaman patch.
doesnt mean an occasional person or two wont try i saw some actually try it lol
but yes dint go well for him or her
(edited by Rezzet.3614)
Just try running:
-Celestial Signet Necro (if you are facing all condi teams, then run offhand dagger as well)
-Shadow Arts Thief
-Shoutbow Warrior
-D/D Ele (Diamond Skin, or auto Cleansing Fire + remove burn on Dodge)
-Mantra Mesmer (with mantra heal and power cleanse)Thank me later.
EDIT: To clarify, we are not in a condi meta. In fact, this is the farthest we’ve ever been from a condition based meta with only 1 class out of 8 running a condi based amulet (and not even being seen much at the top). Yes, there are some celestial classes, but these are hybrids, and the bulk of their damage comes from power based attacks.
because screw playing the professions people prefer amirite ?
the fact you point out the way to counter condi spammers is with specific classes only highlights how wrong you and the other defenders are
ranger was probably running the cheesy instakiller pet build and i guess stealth attacks arent registered
The point made by the anti-condi people in this thread is that condi builds can have similar dps as power builds and also that the condi cleanses of most classes (eles are a different kind of beast) are on much higher cooldown than condi applications.
This is rather deceptive, as those damage numbers are assuming no cleansing. Those 8k burn stacks don’t come from a single skill, they had to build up to that point. If you failed to avoid the equivalent attacks from a Soldier’s build, you would also be in dire straits.
Condition builds can kill you, yes. So can Soldier’s builds, with similar efficiency. So why don’t they?
Long and short of it? Because regarding conditions, people don’t bother to learn which attacks to negate. They don’t see a big number up front on these hits under any circumstances, so they never make the association of “this skill=pain.” This subtlety makes them seem vastly stronger than they actually are, as players don’t realize how bad of a situation they are in until they are taking, well, 8k DPS from a single condition. They then blame it on conditions being ridiculous and overpowered when they simply ate hit after hit and it took this long for the full impact of those decisions to be realized.
When you’re dying to massive condition damage per second, you already made your mistakes. What’s going on at this moment isn’t going to help you improve as a player, which makes it much more insidious. Your mistakes were several seconds ago.
the sad truth is those 8k damage are just the burning damage ignoring the bleeding poison and confusion stacks i slap with it
basically what do is bombard my target with poison confusion torment 2 stacks of 4s bleeding and then when they blow their cleanse or in the case of necro they do condi transfer then i unload my 10-14 stacks of burn and all of this stacks i apply with just 3 keys F#, #2 and #4
well i swapped my build to condi and guess what im actually destroying people with 8k damage per second how can some of you even defend such aberrations of damage and say it is perfectly fine
am i the only one disapointed with the game’s water like we havve many big water filled zones and not just that but Beautiful water landscapes and water graphics yet all we can do is swim on it or stare at it
some fishing rods or something would be appreciated even if we dint get mindblowing items
The Fact that now exists such a thing a Condition damage burst means we ve gone too far , the purpose of condi damage was to deal Sustained damage mostly to counter high survivability players and debuff while building over time hence why all of the condi gear before sinister had a defensive stat or two settlers,apothecary,shaman,carrion,rabid,dire
Rampager was the only gear that broke this chain
flamethrower is still a buggy piece of trash that stops hitting at random or sometimes wont hit due to " elevation" however if you disable auto attack you can hit said target even while aiming at the floor
The FT aa will always fire straight forward when you move while holding your mouse button to aim. Ignore the animation. It’s the same as all cone attacks like fumigate, blowtorch, air blast. DONT GET DECIEVED by the animation. Always straight forward and it will work.
thats why its anoying because you’re shooting a static target then it stops hurting it all of a sudden then you get rid of targetting and face the target again and hit him just fine , so it is not a matter of just facing target while attacking it is bugged targetting
to be fair more of a real issue is the turret grandmaster trait bubbles not activating in combat
(edited by Rezzet.3614)
each gyro performs one function i dont see why they cant be unkillable like signets with gyros as visual effects except for stealth gyro
It is a fine suggestion mostly. All the effects need to be re-worked to fit this though. Lower durations, lower intensity, etc.
i mean i like them but they need to work like turrets pre holocaust nerf and be uncrittable and resist condi damage by at least 30% if they want us to use gyros with short duration times and Not impressive HP dev already stated they have no armor so from tha alone we can assume they will be nuked before they even physically spawn in combat
flamethrower is still a buggy piece of trash that stops hitting at random or sometimes wont hit due to " elevation" however if you disable auto attack you can hit said target even while aiming at the floor
Fortified turret bubble shields fail to activate at times and when this happens it happens to all of them sometimes healing turret works but others dont
i havent had my magnet pull, pull someone longer than 150-200 distance so far, if this is going to be used as an interrupt skill at least make it instant
each gyro performs one function i dont see why they cant be unkillable like signets with gyros as visual effects except for stealth gyro
its been said before stealth is fine as long as the user is revealed if he misses an attack When Blinded or he attacks a blocking/invuln player
something aint right when 60 + games played only 3 dint have a full enemy team of condi spammers or condi hybrids.
why isnt condi damage being balanced
all i see is nothing but full teams of condi builds
condi eles condi necros condi warriors condi mesmers condi engineers
this new meta is broken beyond comparison due to the nature of conditions not being weakened by armor and before someone says well why dont you run some cleanse noob
unlike cleanse conditions can be reaplied way quickly and all it takes is to focus one player with your group and move to the next target once said target has over 8 conditions with tons of stacks
it was a horrible mistake to implement the new condition system on pvp in the first place as it was designed to be used against world bosses
Also their cooldown should start when deployed + some small buffs like range increase and making their attacks unblockable.
Rocket Turret: 1500 range
Rifle Turret: 1200 range
Net Turret: 1000 range
Flame Turret: 700 range
Thumper Turret: 360 range
if that was the case then there wouldnt be any need to reduce their cooldowns
but i do agree they need a range increase to maximum of 1200 range because at 1000 range they are outranged by any ranged weapon except pistol maybe
and instead of unblockable just make some needed improvements like
Rifle having Pierce
Net shot having 25-50% increased projectile speed (on the normal shot only)
flame turret stacking 2-4 burning stacks and/ or 4 – 5s burning duration so that it actually pressured enemies
rocket turret having bigger explosive radius on hit that way the aoe capability would justify its slow fire rate and low damage for said rate
thumper having increased radius and having 3 tiers of damage and effect basically increase radius and split it into 3 rings outer ring only dealing low damage medium dealing normal damage and cripple and smallest ring dealing something like 150% damage and increased cripple duration
honestly that is the only turret wich’s cooldown cant be touched because if you pick it up it drops to 15-16s so if you dropped it to 15 then its cooldown would drop to 12-10s when picked , and that is also the only useful turret in the game as it stands
dont want turrets to be overpowered just compensated for the mega nerf to be usable again
if anything needs increasing is the ammount of ores per node 3 from normal veins and 10 from rich is meh
sad to inform you there wont be any content for a long time as after the expansion comes out new content will be coming for said expansion so dont expect anything worthwhile anytime soon
at least thats what was said at some stream once
i know they will still be useless but i’d appreciate being able to at least use them somewhat successfully at least in pve as it stands i feel turrets should have the following cooldowns to be acceptable
they were nerfed and not changed in other way to compensate for such an abomination of a nerf , if anything only pure condition damage builds had problems with turrets power builds already destroyed them and they lost all survivavility regen crit resist and condition resist (seems gyros are going the same path).
Rifle= 15s cd
Flame= 20s cd (asides from the smokefield and 3 stacks of might if traited this turret offers no use and infact was completely neglected after the specialization patch burning damage was lower and allowed to stack so why does this turret still apply one burning and has the same fire rate??)
Net= 20s cd (the immobilize and OC stunimmobilize have such short durations they are more interrups than actual control effects)
Rocket=30s cd (asides from the knock back this turret’s base damage doesnt justify having a longer cd when you analize it it does about the same damage as a rifle turret diference being one does it in one shot every 4s and other does over several shots)
Thumper=30s cd this one at least has its lengthy cd justified as each attack cripples
(edited by Rezzet.3614)
What I don’t like is how Scrappers seems to be master of stealth. They have a ton of stealth while also being the best at revealing.
might wanna learn about what you talk about before doing so
the stealth gyro doesnt give stealth to allies randomly for 15 seconds it is still a farcry of what shadow refuge is
the sneak gyro functions as a mobile stealth field wich you can kill , the gyro is target able as such as soon gyro expires or gets killed = no stealth and it is counterable by said other reveal skills , players have to be under the gyro to begin with so you will Always know where they are if they went invisible right under the floating gyro
if you cant survive 6 seconds revealed then you werent meant to play thief specially with the tons of evades and even more now with the new spec that is nothing but pure evades even evades while hitting