Showing Posts For Rump Buffalo.2594:

Please fix this sooner rather than later - Vid attached

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

So what do we do if the stealth rendering isnt fixed for us… im still experiencing this problem

Can we fix stealth already?

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I think im up to par

3.6 ghz quad core I5
gtx 670
12gb ram

Can we fix stealth already?

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Stealth rendering STILL isnt working for me

I’m tired of watching myself take 10k damage over 3-5 different attacks before i see the thief come out of stealth

I’m tired of being hit by back stab and other stealth attacks only to see them pop into sight for a fraction of a second before restealthing… it is supposed to be 3 seconds.

I’m tired of never seeing my opponent 90% of the fight and dying because im swinging wildly, or on my mesmer, because i have to spam tab and hope to get my phantasms off while targeting him for the split second hes targetable.

I’m very tired of only losing to very bad thieves because i cannot see them at all and i’m tired of having a largely populated class with such a huge problem that is so unfun to fight.

We were promised a fix for this months ago and from what i can tell theyre working on it in WvW but its a problem in spvp too and I’ve seen no improvement. I literally watched the shortbow poison shot come out of thin air before i got hit with 2 heartseekers and weakness conditions. Then the thief was in sight for under a second before restealthing, hasting, and hitting me with 4 more heartseekers before stomping me STILL STEALTHED and then popping back into existence.

This is utterly ridiculously game breaking.

(edited by Rump Buffalo.2594)

IoJ / Anvil Rock

in Guilds

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Looking for a s(t)PvP / Dungeon guild centered on ioj or anvil rock *(i frequently guest here for spvp)

WWYD #1: Explosions are Blast Finishers

in Engineer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

why not have it that the bomb auto attack is a blast finisher (12 second cool down)

i’d also love to be able to detonate the Flamerthrower #2 on command and have that detonation be a blast finisher

(edited by Rump Buffalo.2594)

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I’ve never had trouble tracking enemy boons -.-

also the solution to your problem is having boons have better visual queues, like protection currently does.

Here is my fix for that.

Might: Hands have a yellow glow

Fury: Hands have a red glow

Regen: Green crosses / lines fly upwards off the character

Aegis: Move blue shield off the arm and in front of the character

Protection: Thicken the lines

Vigor: gold swirling around the feet

something of that nature

Combo Field Idea

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

i guess no one likes it =/

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Well as engineer you have certain things to remove conditions easily. Utilities/F-Skillz: Cleansing Burst, Toss Elixir R, Elixir C. On Traits you have Transmute, Automated Response. As a engineer you have at least the cleansing burst. If have problems with conditions then take in elixir C as additional support. With traits…well there’s more the problem.

Back to the topic: I wouldn’t implement such things. Boon removal is the necro’s strenght and should stay on this class primary.

You just completely proved my point.

Super elixir(elixir gun skill), antidote (med kit skill), fumigate (elixir gun skill), or you can just do what I do and run Runes of Melandru…

@OP: being a long time ranger player I can say that rangers do NOT need a boon removal, they already tear through bunkers, or at least I did, giving them boon stripping would be over kill. Personally, I don’t think warriors should have boon removal, they’re more of a raw damage thing, boons and conditions are supposed to sorta be their kryptonite… And then as said earlier eles are good on their stuff, but maybe tie boon removal to like the lightning hammer or another conjured weapon to make them a bit more useful?

I like the idea of tying boon removal to a conjuration, although i think signet of fire is a good one too seeing as how its pretty much useless due to the massive amount of burning elementalists already have.

I think we have all seen that having boons and conditions be the warrior’s kryptonite when boons and conditions are a massive part of the game for every class is simply not good design. It makes warriors reliant on very stringent builds and borderline useless in higher skill tpvp matches.

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I think this idea runs counter to the “theme” of a few of the classes. Take the warrior for example. The idea of the warrior is that he is relatively weak in the boon/condition aspect, but makes up for it with brute force and power and strength and what have you. The devs said as much in their little spiels on each class in the December patch notes. Necromancers are on the other end of the scale – little direct strength to speak of, but amazing at condition and boon manipulation.

If boon removing skills are given to some other classes, I’d like to see them accessible via traits only rather than being built into weapon or utility skills.

But the warrior is not relatively weak in this aspect in totality. He can almost permanently keep might fury and swiftness applied a decent application of vigor to boot. He is weak in defensive boons (Aegis, regen, protection) as his sturdy body is supposed to keep him alive and not magic. There is nothing saying getting kicked in the gut really hard cant strip off a boon. The physicality of it makes sense to me at least, but i understand where you’re coming from. However as a counterpoint while the warrior may be weak in the boon/condition department overall he still has them, as well as condition removal, why shouldnt boon removal be treated the same… Weak, niche perhaps, but available.

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

The Memser GS skill #3 removes a boon too.
They can also steal boons and transfer conditions with certain abilities.

Which is why mesmers, like necros, arent listed in my post. Their boon removal is fine and needs no tweaks. My suggestions are only for those classes who have no boon removal or extremely minimal removal (Thief / Engi)

Mesmers: Sword MH auto attack (3rd hit removes a boon), GS 3, Arcane Thievery (3 boons), Null field, Arcane Disenchanter…

Necro: Well of Corruptions, Spinal Shivers, Spinal Shivers trait(25%hp), 10% on hit to remove boon with minions (trait), Corrupt boon…

Combo Field Idea

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

id like to propose this.

a new combo field type:

Physical: Clumps of rock and dirt.
Projectile Finisher: Causes Bleeding
Leap Finisher: Removes a Boon
Whirl Finisher: Cripples
Blast Finisher: Applies 2 seconds of Protection

Warrior: caused by (Hammer, mace, utilities) Earthshaker, Stomp, Banner Summons, and Tremor (line)

Elementalist: Caused by (Scepter) #3 in earth as a line. (Staff) #4 in earth. I’m very tentative giving this to the elementalist but i think on these weapons it doesn’t interfere with overpowered builds.

How would YOU change our weapons?

in Warrior

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

MH Sword: Faster realized bleeds, give savage leap evasion or blind on strike.

OH Sword: Give the #5 block cancel ability the same effect as if you blocked. Allowing you to force the kitten bleed for when things arent always targeting you.

MH Mace: Speed up auto animation, increase reactiveness of daze and block. If you arent blocked with the mace #2 gain 3 seconds of protection. Cancel to force protection effect.

OH Mace: Bet reactivity of animations. Otherwise its good.

Longbow: #1 shoots 15% faster. Increase reactivity of all skills. Increase projectile speed of Burst and #3.

Rifle: good, auto could use some tweaking.

Warhorn: Make #4 grant regeneration

Shield: Increase reactivity of skills. Increase #4 stun by 1/4-1/2 a second.

Axe MH: good except Increase Eviscerate leap distance by 125 and give it evasion while leaping.

Axe OH: Increase damage of Whirling axe by 20%. Currently it BARELY deals more damage than the auto attack hitting three targets if the whirling axe does its full duration on 5 targets. Im aware its strength comes from a LONG whirl finisher and being able to evade while doing it but still… good lord it hits like a flacid kitten.

Hammer: Increase reactiveness of animations. Speed up #4 by like 50%.

GS: Remove arcing slice, it is horrible. Replace arcing slice with Hundred blades. it is the new burst. You can move while using 100blades but ur speed is reduced by 50% at stage 1, 35% at stage 2, and 20% at stage 3. Additionally the cone range is 50 units smaller at stage 1, its current size at stage 2, and 50 units larger at stage 3.
-Since we are now missing an ability replace #2 with “Uppercut” from the original convention circuit (a “singed” like fling, from LoL that tosses the enemy over and behind you)

id also like to propose this.

a new combo field type:

Physical: Clumps of rock and dirt caused by Earthshaker, Stomp, Banner Summons, and Tremor (line)
Projectile Finisher: Causes Bleeding
Leap Finisher: Removes a Boon
Whirl Finisher: Cripples
Blast Finisher: Applies 2 seconds of Protection

(edited by Rump Buffalo.2594)

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Utilities with boon stripping are an amazing idea, imo – they’re generally on longer CD’s, give you the option regardless of weaponset, and are sorely needed. A little bit more boonstripping on weaponsets is probably also called for.

I dont want to go too out of hand or create preferred weapons for bunker busting. I think utilities are the way to go for the reasons you’ve mentioned. I agree that all utilities with the boon-stripping functionality might need a 5-10 seconds cool down increase.

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Im not saying classes should be balanced on 1v1 or have an over abundance of stripping but think of this.

If every class brings all these options ive suggested think about what theyd be losing in terms of utilities. A LOT for many builds.

EVERY class should have the availability to perform counter play to something that EVERY class has availability to (boons). This would give them a CHOICE, and since utilities are locked for tournies that choice is important to make and have for a team. Every class has condition removal because every class can apply conditions, though some are better or worse at it. This should be mirrored in boons, which are arguably more effective and important.

Each thing ive added boon stripping to is currently underutilized and would not effectively make any strong build right now stronger. I am not trying to make balance suggestions based on 1v1, i am trying to increase team comp and build diversity by allowing every class to deal with something ina different way (something ANet said about how they would balance class mechanics without the trinity). Mesmers and Necros will still have the best boon stripping, easily, this doesnt mean none of these other classes should at least get the option to choose to bring a little of their own.

This also allows every class to be able to break down a bunker if properly set up and properly played. See that i havent given much stripping to anyone, just enough to knock off boons with timing and intelligent gameplay to make more interesting counter-builds. I don’t think anything i’ve suggested provides “easy boon stripping”. If anything it gives you a LIGHT boon stripping option.

(edited by Rump Buffalo.2594)

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I wanted to bring this post back up because with the introduction of 1v1s I’m seeing a lot more posts complaining about bunkers.

I really do think nerfing protection and including boon removal to all classes will address this issue (as well as toning down some condition removal capabilities of guardian/ele)

PvP Lockers

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

that would be nice if the skin itself was an item with infinite charges/applications

PvP Lockers

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

can the items in the lockers (armor/weapons) stack up to 10 please? I have all 8 professions and i like to have duplicates of certain weapons available since I use pretty much all of them in Pvp.

Dungeons for Casuals

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Every dungeon with the exceptions of Arah and CoE are already for casuals

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Gotta love this, you doing it wrong, don’t PuG elitism. While back in the days of yore, we heard stuff about ‘playing your way’. Course, now it’s play it the way we say.

No its more like…

Play it your way but actually be capable of playing it your way instead of failing and dying in 3 seconds and then complaining how its too hard. God i remember at release people complaining about every dungeon in every which way about how OP and hard they were. Then there were some nerfs, minor ones at best, and people LEARNED AND STOPPED COMPLAINING.

Play it your way means your build is viable and I have yet to see a build that plain doesnt work in PvE. If you cannot stop yourself from dying or being downed repeatedly then you are not very good at what you have chosen to play. Too few people understand how to engage combat in this game and that they shouldnt just stand there attacking, SOMETIMES you have to back off or put a defensive ability on your bar, or god forbid communicate with your party. Simply because you chose it does not remove any measure of skill you might be required to have to execute your chosen path.

I could choose to be an astronaut but if I suck at it and don’t learn anything during my training (first few runs and PvE world experience) then I go into space and probably die…

In terms of dont pug… that is a silly suggestion for a lot of people but it isn’t really elitism since people arent excluding you from pugging but rather saying that if you want reliable players you shouldnt invite strangers who you’ve never met nor have you any idea how good they are since it is a hit or miss situation.

what I’m sick of is this “I deserve everything without trying” attitude where you want the bar lowered for everyone just so you dont have to try or learn to defeat content that was originally told to us to be challenging (spoiler alert its not).

If you REALLY want to talk about intentions of the game the statement that was told to us about explorable modes was

“They should require an organized and coordinated party to complete. These are hard modes for people looking to tackle a challenge and are intended for formed groups of skilled players rather than pick up groups” … now im paraphrasing a bit but that was said several times pre-release and during beta so at least get your story straight.

(edited by Rump Buffalo.2594)

Enemy Aggro

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

] However, there are additional factors such as which characters are doing damage, and how much each character has done. In addition, not all creatures use the same AI for aggro; some creatures will have unique aggro mechanics 2

So it does exist, it just isnt really executed noticeably.

That is my point. We arent prevy to what they use for aggro or who uses what. There isnt a baseline system with occasional deviations (its more like every enemy has its own methods) and the “range allocation” system doesnt seem to work in any combat i’ve been in on. If it is really that way, it isnt reliable.

(edited by Rump Buffalo.2594)

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Well as engineer you have certain things to remove conditions easily. Utilities/F-Skillz: Cleansing Burst, Toss Elixir R, Elixir C. On Traits you have Transmute, Automated Response. As a engineer you have at least the cleansing burst. If have problems with conditions then take in elixir C as additional support. With traits…well there’s more the problem.

Back to the topic: I wouldn’t implement such things. Boon removal is the necro’s strenght and should stay on this class primary.

And even with all this implementation the necro would still be far better at it than anything suggested here.

I don’t think other classes need to be barred from it, they need at least an option to have some method of combating boon stacking

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Not all classes should have access to supereasy boon removal..
Not all classes should have access to Protection Cough Cough High base
Hp/toughness/Armor Warriors

Please regale me with tales of how balanced a guardian would be with 1.5x his hp and access to haste (Warrior+Protection).

There is no need to buff the two strongest classes Guardian Elementalist..

The guardian has a lot of ability to apply protection. warrior with protection would be nowhere near the same thing. Warrior has extremely limited access to regeneration, their heals are not very good, and they would at best have minimal access to protection… and if they use protection and frenzy then they still take a net drop in defense from status quo. In addition to that the warrior has no projectile reflection, no invulnerability heal, no teleports, no constant retaliation, no aegis(though they do have blocks on some weapons)… you really cannot drop that comparison as it is not that simple nor is it correct.

Giving the warrior protection for 3 seconds on banner of defense summon / use of #2 skill on banner OR a defensive trait that replaced thick skin: (2 seconds of protection on block) would make them actually viable in spvp to survive and not be op. Toughness scales terribly, protection is the name of the game when it comes to damage mitigation. If you notice i also want to nerf protection.

You must have no idea how bad warriors have it in pvp to dispute that. It is all about how its given, not that its given.

elementalist has 1 strong d/d bunker build and a good downed state… they are far from being a strong “class” otherwise. i didnt say anything about guardians.

In terms of boon removal… no it shouldnt be “easy access” its a choice. If you lookat the things ive played it on they r either underused or underpowered skills that need a little raising up and do not fall in with the normal paradigms of a class. The idea was more build versatility and that every class could perform well against bunkering classes / high boon classes with smart play instead of just sitting there and watching that guy with 15 stacks of might plow you.

(edited by Rump Buffalo.2594)

Don't eliminate "Res-Rushing"

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

So people who are jerks make the patch bad?

Seems like a problem with the players you are dealing with.

The rage from people who never learned to actually do the dungeons is just…
well its just fantastic

(edited by Rump Buffalo.2594)

Looking for pvp team on IoJ

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Im at school so cant pm you in game. What class and rank are you? And what build do you play we have a spot for 1.

Rank: 16 (i know it isnt super high. i dont use glory boosters) I learned a lot from streams and tend to think i know my way around pvp. I generally do very well in fights and dont lose control nodes. I understand how to work with teams and I learned everything about each class I play in PvE before taking it into PvP so I’m very experienced in each one mechanically.

I play:
Ranger: Crazy melee bruiser (works really well actually) (20 games)
Necro: Power Wells / Have also done conditionmancer (91 games)
Warrior: 100b easy, Hammer/GS, Sword bleeds, Axe/mace|Sword/shield (75 games)
Mesmer: Shatter burst (sword/pistol) Not as experienced here tho (14 games)
Engi: Immob master (tons of nets, good dps), Bombs/KD, 100nades.
Ele: Staff supporter, D/D Signet fighter, S/D Arcane air burst, D/D Bunker (84 games)
Thief: Pistol dagger bleeds.

never touched guard in pvp

Enemy Aggro

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

When this game was in beta I listened to an interview where the ANet dev stated that enemies will tend to target the closest player/pet dealing damage to them as a priority target.

I thought this was a great idea, it allows people to rush in, grab aggro, and throw up some blocks or blinds and protect their party before rolling out to let someone else pick up the torch and help buffer the damage from enemies.

It turns out, obviously, that this was not true. It seems that many monsters now have their own behaviors of who to attack when, and this is alright except that the player has no idea what that is.

I really want enemies to have the system of focusing closer targets. I think if monsters would do the prior where they focused the closest(highest damaging if tied in distance) damaging target to them it would feel more structured in dungeons especially and be easier to make interesting boss/pull mechanics because the aggro is somewhat predictable, we have a baseline. This isnt to say that all enemies should do this, but the ones that dont could have it is their description:

“Targets high damagers”
“Targets healers”
“Targets defensive enemies”

While i like the chaos of dungeons i feel like if this were implemented you could really make interesting encounters because players would have an immediate sense of control and understanding in the aggro system. Positioning becomes more important. Everyone would have to contribute, watch their attack ranges, and be generally more aware of what was coming at them and what was happening to everyone else since they wouldnt just get randomly attacked for no apparent reason or randomly ignored for no apparent reason.

I’m not saying things are too hard the way they are, just that I dont like how every pull is just ZERG AND MAYBE PUT UP PROJECTILE REFLECT, EVERYONE JUST DO UR OWN THING.
I just dont like mechanics hidden from me, I like to know what i’m dealing with so that I can formulate a way to deal with it.

Thoughts?

(edited by Rump Buffalo.2594)

Don't eliminate "Res-Rushing"

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

This guy lol…

Res rushing is the worst mechanic that could be in a dungeon. It makes you not have to learn encounters and takes away all challenge and a lot of fun because nothing is dangerous, you just chip away at its health until its dead.

Learning the boss fight, mastering its mechanic(s), and knowing how to deal with a situations / being able to dodge high priority attacks in an ACTION MMO should be how every encounter is approached, not just lazily slinking into the fight over and over without care and dying repeatedly until the boss goes down.

I’ve noticed a lot of damage from mobs has been greatly reduced and u dont instantly go down anymore. It is too low now (IMO) but its a good start to making the dungeon overall more manageable but also more dangerous if you DO go down. That said I’d like to see a little more danger in dungeons (seems like we will be getting it over the next few patches). Take this grace period to learn to play properly and use you defensive cooldowns / dodges properly because the coming patches do not bode well for anyone who is complaining about no longer getting infinite res-rushing.

Another point>>> Explorable modes were not ever actually meant for pugs, they were initially meant for “Focused teams of individuals tackling a harder challenge” and it seems like theyre trying to work more towards that, which makes me very excited.

Looking for pvp team on IoJ

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Title says it all. Looking for 4 other people to pvp with this week in the new 1v1 tourny and maybe if it works out well beyond that. This is on Isle of Janthir

I want to be serious about playing/winning/strategy and communication.

what i dont want:

to be forced to or force anyone into a certain class or build. Suggestions are fine but this is for fun and to show that we can compete with interesting set ups.

Get in touch with me @ SN: Rhengorne / Vryi / Cynek / Muhrin / Wjggles / Kashious
or reply to this post.

AMAZING Update <3 Best Ever!

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

No one is asking for esports right now.

Anet said esports

We want some kittening support to the pvp community.

Id be so happy if we got half the support the pve world does.

and ur point about zergs… “Zergs” in history were crushed by smart tactics, training, and battlefield awareness. Point invalid

Game Update Notes - January 28, 2013

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

still nothing to do if ur not in a team, still no matchmaking. sorry im not waiting another month. I’m out

AMAZING Update <3 Best Ever!

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Do you honestly think people are coming back?

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

i see.

I’d rather remove nullifying sigils and put these utilities in

AMAZING Update <3 Best Ever!

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Yes we all saw pve…… where is the PvP?

FEburary. like they said. They have literally annnounced that there will be feb/march patchs that deal with pvp.

That doesnt mean ignore flagrant imbalances for another month.

This is not an excuse

Game Update Notes - January 28, 2013

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

i am flabbergasted. i dont care if this was supposed to be a balance patch or not they utterly failed to deliver any kind of update to pvp meta/balance which is not only one of the simpler things to adjust but has also been talked about and asked about for months.

This is pretty much a slap in the face. We know they think bunkering and aoe are too strong, we know warriors are too weak, we know that thief burst is a little out of hand and their other weapon options are lacking, we know that engineers need help…

EVERY patch should be a balance patch (at least a little bit here and there) until perfect balance is achieved. Since PERFECT BALANCE is never really achievable that means EVERY patch should be a balance patch.

how long do u expect the PvP community to just “hang on” and sit on our hands until this glorious pvp patch is released “soon”?

You are killing your game

(edited by Rump Buffalo.2594)

AMAZING Update <3 Best Ever!

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

just… wow.

Literally 0 changes to bunkers, barely any actual balance adjustments at all.

seriously what have you been doing the past month

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

why would that be enough? what makes you say no one else needs it?

This is like saying certain classes dont need stunbreakers, yes boons are that important

Also i’d be against giving boon removal to weapons over utilities. It limits the build variety/flexibility greatly.

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

These abilities emphasize timing of removing boons. Without proper use they will not be very effective, that is the point. Also to run every boon removing thing you can would vastly limit your ability in other areas. Be sure to see that the ranger and ele tended to get less prominent boon removal than the other suggestions due to the placement of the boon removal and their current states.

As a rebuttal

Elementalist: Stop saying they are too strong. They have 1 d/d bunker build that is too strong, many other things about them are weak. Do not confuse the 2. Elementalists damage and survivability has nothing to do with their ability to remove boons, an ability that EVERY class should have. If you notice i placed NO boon removal and their already popular cantrips and instead on a damage utility that would spark more use from it and on a signet that is never used because Eles have far too much burning already to make use of it.

Rangers: Rangers need this just as any other class does. It isnt about damage (although with regen and protection removed they would certainly deal more) it is about the ability to counter a situation. Currently most classes have no counter to boons beyond getting sigils of nullification which is just absurd. Notice again that the utilities that would remove boons for rangers are featured on 2 pets that are simply aesthetic copies of other pets and are being given their own feature, making it a choice of pet, and on two abilities that are seldom used by rangers in current builds but increase their damage in condition or power builds, allowing more build flexibility without having these 2 under powered utilities become overpowered

You will also notice that with the exception of removing the boon first, granting the effect second (like kick removing stability first so the kick actually goes through) none of these are suggested to be unblockable, so aegis and blocking can still defend your boons (For engis / guardians / warriors / rangers / mesmers / eles to preserve boons etc)

Also your statement about the warrior.

Boons are very important for the warrior. While i wish they had more/better regeneration and while i wish they actually had access to protection… why they don’t ill never know as high health and armor is not a balanced reasoning due to how toughness scales and protection works mechanically… ANYWAY. They boons that are important to them are just different IE usually fury and swiftness with some might on the side over things like protection and regeneration. Removing these boons is just as devastating to a warrior as anyone else.

When i see a warrior on my necro (i run axe/focus power build) i wait for signet of rage/fgj to pop, then i spinal shivers his kitten to knock off all that might and fury. It works so well most of them try to run from me if they notice it.

(edited by Rump Buffalo.2594)

This is why Armor is useless.

in Guardian

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Adding more items such as Armor or Accessories to help make up for the lack of survivability of the Guardian is NOT the answer. Guardians need a visit by the devs and really think on some solid changes, LIKE maybe having a bigger health Pool just as warriors do. It -Just- makes sense. Why they didn’t is really hard to understand.

And of course Armor Value shouldn’t have a diminishing return, cause frankly as it is; it’s a very very terrible stat that needs to be Truly looked into. We gain so much more with other stats, point for point.

Armor does scale lower as you get more. This has to happen, it happens in every game. They just need to look at the scaling (HINT its cuz protection is 33%, needs to come down to 25% so that we can fix toughness/armor).

Your other point. Guardian does not need higher HP. They have massive availability to protection, regeneration, and aegis, not to mention insanely good healing spells and traits/utilities. These things make up for health pool loss and this is the way the guardian is intended to be kept alive, much like how elementalist bunkers live through their healing and condition removal. This is not bad design and does not need to be looked at, although bunker builds need some toning down

This is why Armor is useless.

in Guardian

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Mug doing any more than 2500 dmg max is stupid.

It’s a 10 point trait…

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

After a long time of playing I think that one of the main problems with the game’s balance can be easily solved through allowing more classes reliable boon removal.

After playing classes like necro and mesmer who have boon removal if they should like to use it it has become pretty obvious to me that every class should really have access to this to allow counter play and to break down bunkers more easily. I know there are sigils to strip boons but if you aren’t running a critical strike using build (low crit or not crit focused) they are near useless. Sigils should not dictate boon removal completely for any class. Sigils are an addition to your build, not a definition of it.

Boons are extremely powerful things and are less able to be applied (generally speaking) than conditions are. I think that being able to remove these powerful buffs with well times attacks is paramount to the balance of the game. These are some changes that I think would largely improve the balance of GW2 Spvp/tpvp. There are a few other things other than boon changed that i want to address quickly before moving on to the main topic.

Firstly a suggestion or two in the general sense of the game:
#1: Let us see the % damage reduction our defense/toughness is giving to us in the Hero tab. I need to know how much that extra 273 toughness is giving me (made up number) compared to the 300 power im getting in trade (another made up number). These types of tools are useful and need to be implemented.

#2: Place a dps/healing/boon and condition removal/damage mitigated/ crit highs/crit lows/ all of the things that track stats of combat and what we do in a log. This is not a DPS meter, this is a statistical log in the hero panel to be used to calculative information to min/max builds. You are the only person who can see your log.

#3: Improve scaling of toughness, reduce protection to 25% (down from 33%).
REASON: 33% is too much for a single buff, especially one that everyone doesn’t have access to (cough cough warrior, the only class who cant use protection). So much suvivability should not rely on when one boon is simply up or not. 25% is noticeable, does the job, and is far more fair, allowing for toughness to feel truly protective.

Warrior
-Kick: Strips 2 boons when you hit someone with kick. (add 10 seconds of cooldown)
-Fear Me: Strips 1 boon on all feared targets.
-Berserker Stance: Your strikes have a 20% chance to remove a boon while stance is active, cannot occur more than once every 3 seconds.

Ranger
-Sick Em!: Your pet’s next 2 attacks also remove a boon.
-Black Widow Paralyzing Venom(same as jungle spider right now): Change to “Neurotoxin”: Convert 1 boon into a condition instead of stunning.
-Pink Moa Dazing shriek(same as black moa right now): Change to Nullifying Shriek, removes a boon in a cone.
-Sharpening Stone: Bleed with next 5 attacks, remove a boon with next 1 attack.

Elementalist:
-Arcane Blast: Removes a boon.
-(edit to include a conjure) Magnetic Shield: add boon stripping (1) to the dazing charge.
-Signet of Fire: Removes 2 boons from your target (no longer burns, deals damage on cast)

Engineer:
-Throw Mine: Aside from reworking its many other problems it removes an additional boon.
-“Trait” Devastating Explosions: Detonating turrets removes a boon from foes.
-“Trait” Kit Sapping: Each time you equip a kit you remove a boon from your target. 30 second cool down.

Thief:
Flanking Strike: yay!
Infiltrator’s Signet: Do we really need another shadow step? Remove 1 boon.
Bountiful Theft: Pretty sure this strips 2 boons.

Guardian: Having not played the guardian nearly at all i cannot make suggestions on this class. Anyone else wanna chime in?

All of these should remove the boon first, then deal the effect (IE Stability is removed first on kick, then the kick knocks back. This is to allow them to be useful as both boon removal and cc. They are not, however, unblockable.)
Thoughts?

(edited by Rump Buffalo.2594)

Weapon tweaks

in Ranger

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Sword: I love this weapon, but it could use some quality of life changes.

#1: Love it

#2: Greatly reduce the delay of the skill. Allow it to evade as the attack is going through, not just the roll back. This allows it to be used re-actively.

#3: Pathing needs some work, the immobilize on the attacking part of the animation (after the delay of the roll) needs to be removed as it causes the strike to miss A LOT on moving targets. A little more up front damage wouldn’t hurt as well.

Greatsword: Another favorite weapon of mine

#1: Good

#2: Seems to miss for absolutely no reason sometimes

#3: The pathing on moving targets is wonky, seems to miss people completely for no reason sometimes and doesn’t stick to a target like other leaps do.

#4: Love it but i dont see why i need to be immobilized when i throw the sword.

#5: There is a very apparent delay between hitting the button for this ability and it actually going into use. This needs to be removed to allow for re-active interrupts (mostly in pvp) more easily. I would love for most of the “sluggishness” and “delay” to be removed from every skill in the game. I am not talking about casting time, i am talking about the winding down that a lot of animations seem to have, giving the attacks a feeling of unreactiveness.

Warhorn: Fun wep

#4: Id love the damage to have a higher crit potential and maybe a shorter duration (without cutting number of hits). It just doesnt seem to be all that impressive for a straight damage skill that does nothing else. It does good damage but it just feels lackluster due to its overall low dps and how much of the damage can be evaded even when the attack hits.

#5: Maybe 2 stacks of might?

Axes: Fun but needs some help.

#1: Needs a damage increase/management maybe treat it like downed thief #1 that does high damage to the initial target and reduced damage to bounces. For example: (30% more dmg on initial target, 10% stacking less on subsequent hits)

#2: It’s ok but seems lackluster and a little counter intuitive.

#3: I like it, the pet interaction is good. Id love to see a little more damage out of it.

#4: Just not a good ability. Id love for this to apply 2 stacks of vulnerability on each hit of its path to synergize more with whirling defense, right now as a straight damage ability it is kind of poor. I also wouldnt mind it leaving a combo field line (IE poison / fire). Ranger could use more fields other than torch and select pets.

#5: Good

Torch: Needs help. Burning is tricky because its good but you get too much too fast sometimes.

#4: I would be super happy if this applied blinding/burning instead of just burning.

#5: Combo field yay!. Would love damage/burning on cast in an aoe like ring of fire.

Longbow: Problems

  1. Instead of increased damage by range how about increases critical chance by range? Needs to deal max range damage pretty much all the time…

#2: Feels like it could use about 10-15% more damage for how long you spending shooting.

#3: Good, 10 vuln.

#4: Interrupt, knockback… good stuff.

#5: Aoe cripple. Would be amazing if it applied a 1s immobilize when first shot to secure that area.

Shortbow: Seems pretty good to me, our most viable weapon.

(edited by Rump Buffalo.2594)

Scaring new comers

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

So this is what we’ve come down to? Lets scare away all the newcomers why don’t we

people complaining about gw2lfg with posts like this make me LOL so hard that i did just put LOL in caps…

The reason i LOL SO HARD is that i’ve never once had this problem. I’ve always found a story or explorable mode within 5-10min of looking on gw2lfg.com and on my thief that im leveling ive even been doing the runs before the suggested level.

For every 1 post that is looking for something specific there are 3 that arent. Please stop complaining about a COMMUNITY feature that is amazing, works well, and is way better than the game’s system. This is not a right to have, it is a privilege provided by some very nice people.

I find it hard to believe that anyone legitimately has these problems

Thief 27k damage, 2 secs, back to back

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

How about you wear some thoughness?

I heard it does wonders.

yeah he should be wearing some toughness…

That being said 7000+ dmg from MUG which is a 10point trait is kitten ridiculous and is in serious need of a massive damage scaleback…

It is just utterly insane for a 10point trait to hit that hard

now THAT being said…

Thief sword needs a buff (mainly flanking strike / pistol whip damage) and thief pistols need a buff

(edited by Rump Buffalo.2594)

Making Engis viable.

in Engineer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I guess no one has any thoughts

What is there to say? your title implies engies are not viable. That is a foolish notion. They may not be the strongest class, but to imply they are not viable makes taking anything in your post seriously, rather difficult. More so, when we have 14 other threads on the first 2 pages that cover the same information. You could simply follow the code of conduct and stop making unnecessary threads and post what you have to say in the ongoing discussions. Otherwise you are simply making everyone suffer when they do a search, by piling more rehashed threads in.

Interesting notion considering they’re non-existent in pvp and are laughably overshadowed in dungeons and wvw…

I’m curious just where exactly you think we’re viable

(edited by Rump Buffalo.2594)

Making Engis viable.

in Engineer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

“Engineer feels weak compared to my guardian – what classes are the team looking to tweak?

(Host) – Engineer Grenade build was on the watch list before and it was changed accordingly. To be fair, the engineer is still awesome with the grenade build. (Colin) – yes that is what I run on my character and I agree.

We are looking at all professions at all times, we try not to just look at a single profession at any one time. That is a really dangerous thing to do and you are not look how it affects the entire game.

The guardian is intended to be meaty-tough, engineer is more for people who are looking to play with versatility, tricks, and gadgets. If there is something on engineer we need to tweak, we will take a look at it."

Nothing to see here. Move along…
Engineer works at intended. You either get to use a weapon kit or roll another class if you want to be better all around.

wha… god i …

All i can say is i hope this is being sarcastic

Making Engis viable.

in Engineer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

nothing that hasn’t already been said.

everyone agrees that engineer needs some far reaching damage buffs, cooldown quality of life fixes, bug fixes, trait mergers, trait fixes, aoe changes, that turrets need to be tougher and do more damage, and that we need better elites and to have RNG removed.

well alright that’s true. I just wanted to consolidate this stuff into one post and see what people thought.

Making Engis viable.

in Engineer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Change:

Modified opinion on pistol MH

(edited by Rump Buffalo.2594)

Making Engis viable.

in Engineer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Add hammer, MH mace, and torch to our weapons. Won’t happen until an expansion, or maybe not ever.

Weapons:
Pistol OH: A range increase to the highest potential burn on blowtorch (50-75units)
Shield: Slight cool down reductions (about 5 seconds)
Rifle: 10% damage increase to the auto attack.

Turrets: Activated abilities of turrents resolve instantly, not on next attack of turret. Turrets take 30% less damage from AoE and multi-target abilities. Time between shots reduced by 5-7.5%.
-Thumper: 10% dmg increase, 100-125 range increase, lower activated cooldown.
(Thumper Toolbelt): Grants stability for 4 seconds in a small aoe on use. cool down reduced to 60 from 90.
Flame Turret: Range increased by 125, Health increased by 25%.
Rifle Turret: Damage increased by 12.5%, Health increased by 25%.
Rocket Turret: Damage increased by 10%, Health increased by 25%, Burn changed to 5 stacks of bleed (10 seconds) from shrapnel (makes more useful to combine with flame turret now.).
(Rocket Turret Toolbelt): Daze 2 seconds, reduce cool down by 10 seconds. (would make it 50 i think).
Healing Turret: Healing pulse heals 7.5% more, Health increased by 25%
Net Turret: Health increased by 15%, otherwise good as is.

Kits: All the tool belts for these are pretty good.
Flamethrower
1: Damage increased by 15%, burn 2 seconds. Fix the bugs that makes it not hit anything 50% of the time.
2: We can detonate the glob of fire when we want to. PLEASE GOD fix this targetting from shooting straight into the ground and being obstructed 60% of the time.
3: When air blast is used a second ability is unlocked for 7 seconds. That ability is BACKDRAFT, which applies a 3 sec burn and pulls them back toward you. (old #5)
4: Deals 125% more damage each time it is walked through. All fire walls should do this.
5: Increase range by 75.

Elixir gun: Good as is, targeting for fumigate could use help.

Grenade Kit: Increase #1 damage by 12.5% (30% nerf was too much). Otherwise good.

Bomb Kit: Good. Maybe reduce explosion delay by 20%

Tool Kit: Increase all damage by 12.5%, reduce casting time of magnet by 1/2, reduce cool down of magnet by 10 seconds. Increase healing done to turrets by about 125-150%. It is a cool idea but useless atm. Maybe let the healing pulse on each attack to nearby turrets (say within 500 units) and heal them over time. having to be ON TOP of them is not helpful. I miss the launch on pry bar… a lot. it was just so satisfying.

Medkit: Remove cast times from the skills in this kit. Let them be instant without being able to be used while disabled. Otherwise this is good as is. For that trait that lets us throw the stuff make it a small aoe and make the effect of the skill being used go off in that small aoe upon landing if there is even ONE person in the vicinity of its range. Otherwise the normal med stim or cleanse is dropped.

Gadgets
Goggles: Good as is
Rocket Boots: A stunbreaker that stuns you… I like them thematically and the distance they create but they need to not “launch” you back. Instead make fire shoot from your feet and do a LEAP backwards (leap finisher). I know why its coded as a launch, but this would make them viable and a good stunbreaker.
Throw Mine: Needs to explode on an enemy if it lands within range to hit them, remove 2 boons, and needs to have its range increased by about 50-75. It just is VERY lack luster right now.
(Tool belt for Mine): Just horrible… Make them cripple, give them a better fall pattern, increase area.
Battering ram: Good as is!

Elixirs: All elixirs are good EXCEPT

Tool Belt for Elixir U: Get rid of the ethereal field… We need this to reliably block projectiles and while i like the field for confusion it undermines the purpose of the ability.

Tool Belt for Elixir S: This needs to only grant stability. No one can even see ur throwing the elixir to stop attacking long enough to have the stealth help. And since its 2 uses are POLAR OPPOSITES u cannot rely on it to do its job. Have it give stability or aegis? then either way it does its job and doesnt have 2 situations to be thrown in, thus creating MUCH less confusion. I still would like it to only apply stability 100% of the time but w/e.

Elites: Okay…

Crate: Good as is, yay! Id love for it to do more upfront damage but the turrets more than make up for that.

Elixir X: I hate this ability. It is not an engi ability, it is a mix of the two worst elites from warrior and elementalist. I would rather it do this:
-Grants all boons for 10 seconds and reduces the time of conditions on you by 25% for 10 seconds. This goes along with elixirs and isnt crap.

Mortar: I like this in theory but everything about it needs to be buffed. on top of that can we make it so that you can carry the mortar at a slowed movement speed like some kinda juggernaut? Reduce the range while carrying it and it is not ground targeted anymore (aoe centered on struck foe) while carried.

(edited by Rump Buffalo.2594)

Predict the top 4 tiers in a month.

in WvW

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Yay for IoJ being completely dead since everyone moved off it…

How has warrior not been buffed/reworked yet?

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

IMO:

3 weapon sets.

On weapon set change, depending on what weapon is equiped you get a buff of some sort.
(2handers are given 4 sec buffs, each 1hander is given a 2sec buff)

Example: Swapping to GS gave you 4 seconds of fury

Example 2: Swap to 1Hand sword + Shield, gain 2sec swiftness 2sec protection etc.

Example 3: Swap to Hammer, gain 4 seconds of blind immunity.

Also, some weapons should have their attack speed either increased, or their damage increased (such as Hammer, or even Mace).

Defensive traits need to be more accessible.

Lastly, the class should have a base, non changing F1 which itself is a gap closer. Thus removing the immediate need for gap closing / mobility weapons only.

I love this idea and would cream my pants if it was implemented. Not op, very good, and makes sense with a warrior.

Only thing to say, we dont need three wep sets and that will never happen.

How has warrior not been buffed/reworked yet?

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

“(Tell me how many of the current “top teams” include warriors. Of those teams that do use warriors, how many are using a build other than 100B? Warrior currently has a very limited role (or no role at all) in all the “top teams”.)"

It’s mostly new players that think the warrior is fine. Most experienced players will tell you that it’s a pretty useless class in the current metagame.
[/quote]

Tell my how many top teams run ranger or engi. Warrior is in a better place than either of those. The main issues they have come from a lack of protection and needing a little more condition removal

The warrior provides amazingly high consistent dmg while having the toughest baseline to kill (although without protection that doesnt matter that much) and gives the best damage support to his team (IE boosting their damage) in a support role.

Warrior fills a role, in PvP tho dag/dag thief, bunker ele/guards, and shatter mesmers just overshadow everything. However… i’ve run extremely effective bleed builds on my warrior

No class can stand to that right now. it is less a problem with the warrior (for the most part) and more a problem with other op builds.

I’m not saying the warrior doesnt have its problems, i’m saying many of the statements in THIS post are unfounded and sound a lot more like meta issues than warrior issues.

The only thing ill agree on so far is that we need more condition removal and we need the protection boon from something.

(edited by Rump Buffalo.2594)