Showing Posts For RyuDragnier.9476:

[PvP][WvW] Thief shadow embrace OP

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

I wonder how many times you had to be beat up by a Thief, while using a condi build, in order to create this topic. And if you got beat up that many times, WITH A CONDI BUILD there is 2 options:

1º – The Thief was really, but REALLY good, and in all WvW maps you just encontered that Thief and no other
2º – You suck so bad, that even new players would do better (since condi builds most likely are bunk also, and if you are not then Idk what are you doing with that build, adn most are just faceroll builds… SPAM CONDIS, SPAMMMMMMMM)

Odds are the thief was running glass. I’ve been hit by a backstab by an enemy zerker thief while wearing full apothecary gear (and specced completely into the Shadow Arts traitline). The damage…ouch, it was at least 6K of my 13K health. I can see why he wouldn’t like fighting them, since the ones spamming stealth are always zerker builds. Outside of any armorset that gives toughness or vitality, you won’t last long (and even with those, you last maybe an extra 30 seconds).

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Said no WvW player ever

in WvW

Posted by: RyuDragnier.9476

RyuDragnier.9476

“There’s not enough zerg to zerg combat!”

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Staff ranger.

in Ranger

Posted by: RyuDragnier.9476

RyuDragnier.9476

Have you ever heard of Druids?

Sure, but GW2 rangers are up to this point basically 100% martial. If you were to redo the class like Diablo 2 and make them casters it would make sense. Also Sylvari could be elves. :-P

Actually, they have the nature part down (spirits, muddy terrain, healing spring) and the summonable animal allies. A staff would fit quite well, considering we’re the jack of all trades, master of none. EVERYBODY does things better than us, so why not get outclassed in magical things too?

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Staff ranger.

in Ranger

Posted by: RyuDragnier.9476

RyuDragnier.9476

I’m all for more weapon choices, I would prefer a spear to be used on land though over staff for rangers though.

Same. Staff doesn’t fit the martial theme of rangers unless it were used like a bo-staff, which wouldn’t work with the staff skins.

Have you ever heard of Druids?

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Except you don’t see people wanting them to REVERT the change on the signet, we’re all asking for a medium ground between how it was formally and how it is now. And not one person here is asking for the active to stay the same, we all want the active to be better so Warriors will actually use the signet so we have that downtime against the passive effect of the signet.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Staff ranger.

in Ranger

Posted by: RyuDragnier.9476

RyuDragnier.9476

Staff for Ranger would be awesome if it worked as group support. #1 could even be a 3-part attack that causes Weakness, Vulnerability, and Cripple. #5 though, give me an AoE condition cleanse/heal. Why? Because baby, if I’m rocking support, I want a good group condition heal for it.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[sPvP] Moa nullifies a whole necromancer spec

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

I’m laughing my kitten off. You think you’re special because moa morph just shuts off your pets? It shuts off ALL class abilities of everything it hits, utilities and F-abilities. Stop complaining about something that hits everybody equally.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

How long can a Thief stealth continuously?

in Thief

Posted by: RyuDragnier.9476

RyuDragnier.9476

Sounds like that thief was a non-attacking troll build. I’ve had a few good run-ins with them, usually with me and my friend on thief. It turns into an invisible battle of thieves. CIA, eat your heart out, we be ninja fighting.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Warrior’s buffs were intended to be the ruin of the old condition meta. Before this came along the meta was " Spam conditions to win".
You need a power build. This is what a meta shift is.

B is better versus A. more players play B. After a while along comes C being better than B and players shift to C. You need to get on whatever beats C.

Also Milkzz makes a good point.

1 class getting such a buff does not equal a meta shift. MULTIPLE classes getting such a buff would be a meta shift. Just one getting it is an attempt to make that clkitten underpowered against the said meta. They need to add such a change in buff to other classes for the meta to change, but in this case such a change would be a passive meta, meaning passive would beat out against actives, something nobody wants.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

I’m not saying burst out 22k. I’m saying slowly take some hp down and then burst around 10k. I’ve seen thieves do this so many times it hurts.
Or is it that there are no builds on any class that can damage more than 400 damage per second?

There’s one problem here, the MAIN problem I have with Healing Signet…it’s 400 HP a second. A SECOND. And it’s on all the time. If anything that doesn’t have above average power attacks the Warrior, they are NEVER going to lower the Warrior’s HP, meaning condition builds can’t do kitten to them. I’ve tried with my trap Ranger, to no avail because he keeps dropping the conditions faster than I can keep them up thanks to Cleansing Ire combining with it. The same has gone on with any tank, support, or any other condition build on different classes. It’s not possible to outdo that healing power if you’re not specced towards power.

This is the main reason why it’s OP, it pretty much makes anything not power or zerker worthless against them. I don’t mind it when it’s an actual tank build Warrior surviving, as that’s what a tank is supposed to do. It’s when I’m fighting a zerker and can’t do enough damage to outdo the signet is it a sign that it’s too kitten much.

Do you even know what you are saying? With some condi damage, 1 bleed ticks for 130dmg, in other words you need 3 bleeds to almost completely negate the warriors healing. Are you telling me your condi build can’t keep 3 bleeds on a warrior?

Condis are a warriors greatest weakness.

ps.: you need to hit in order to clean condis with cleansing ire, except on longbow. So dodge right and he’ll melt to your condis.

This is funny because people complain because HS cannot be interrupted (the passive part (i didn´t see yet a single passive skill being interrupted on any profession)), and no one interrups Combustive shot to prevent the warrior to clean conditions and to create a fire field.

Combustive Shot looks like Arcing Arrow, and once the arrow leaves the bow, it cannot be interrupted.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

I’m not saying burst out 22k. I’m saying slowly take some hp down and then burst around 10k. I’ve seen thieves do this so many times it hurts.
Or is it that there are no builds on any class that can damage more than 400 damage per second?

There’s one problem here, the MAIN problem I have with Healing Signet…it’s 400 HP a second. A SECOND. And it’s on all the time. If anything that doesn’t have above average power attacks the Warrior, they are NEVER going to lower the Warrior’s HP, meaning condition builds can’t do kitten to them. I’ve tried with my trap Ranger, to no avail because he keeps dropping the conditions faster than I can keep them up thanks to Cleansing Ire combining with it. The same has gone on with any tank, support, or any other condition build on different classes. It’s not possible to outdo that healing power if you’re not specced towards power.

This is the main reason why it’s OP, it pretty much makes anything not power or zerker worthless against them. I don’t mind it when it’s an actual tank build Warrior surviving, as that’s what a tank is supposed to do. It’s when I’m fighting a zerker and can’t do enough damage to outdo the signet is it a sign that it’s too kitten much.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged] Request: Race Change

in Suggestions

Posted by: RyuDragnier.9476

RyuDragnier.9476

Wait, you’re asking for a race change to take the easy way out? Do you know how easy it is to level to 80 in this game? It takes less than a week. LESS THAN A WEEK. In most MMOs it takes at least 2 weeks to hit level cap. So no. NO.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Name that build (WvW)

in Necromancer

Posted by: RyuDragnier.9476

RyuDragnier.9476

Was fighting a few small groups in WvW, and I noticed a really strong necromancer who managed to pull off around 500 damage to my thief per tick with Life Transfer, and 3.1K with Life Blast. He had the +200 power for 30 seconds after killing something food as well. I’m running a full apothecary 0/0/30/20/20 build with my thief, and have 1994 toughness. I was wondering what build this is, because it’s very impressive to pull that kind of damage off me at any time with my build…plus it’s nice to know what kind of monster I was up again.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

I don't understand Charr tactics

in Charr

Posted by: RyuDragnier.9476

RyuDragnier.9476

And it’s been said here – the charr work best when they are focused on enemies. If they didn’t have a lovely target-rich environment to focus on they’d be turning on each other. They cannot sustain themselves.

The Charr born and raised in Lion’s Arch would have a word with you.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

I nickname this update "Tyrian Rim"

in The Origins of Madness

Posted by: RyuDragnier.9476

RyuDragnier.9476

Here is my theory, scarpet is messing with the leylines to summon the one that must not be counted.

And in effect, may rapture some of tyrias lands, changing zones. Thus, at the end of each LS arc, it is a ‘new expansion’.

I think we are going to see Searing 2.0

So in essence, we’re going to see the End of an Era?

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

RIP power builds in roaming

in WvW

Posted by: RyuDragnier.9476

RyuDragnier.9476

Wait…people used zerkers in WvW? Did they WANT to contribute nothing and be the weakest link?

Being a zergling is fine, whatever gets you out in the game, but you could at least keep your uninformed opinions to yourself.

I run solo, act as a scout, small man, etc. I do a bit of everything in WvW, it depends mostly on how I feel and if I think I should try taking something solo or with a group.

The few times I’ve seen zerkers, they’re taken care of far too fast and easily. In zerg to zerg combat, I’ve seen zerkers fall (on both my side and the opponent’s) and only serve to rally the opposing forces from their death. In small mans, the zerkers are taken out first just because they’re easy prey. Solo, I’ve beaten a zerker easily. They don’t survive very long at all, and don’t seem to do much damage before taken down.

This btw is from what I’ve seen of my tier of WvW, I’m sorry what I’ve seen does not reflect what you’ve seen.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Ranger info from livestream

in Ranger

Posted by: RyuDragnier.9476

RyuDragnier.9476

Read the notes myself, and it sounds like it Durz. Though HALF of the traps aren’t fields, remember? Viper’s Nest AND Spike Trap.

People run spike trap?

Yes, mostly as the 3rd trap if I feel I need more condition damage instead of chill.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Ranger info from livestream

in Ranger

Posted by: RyuDragnier.9476

RyuDragnier.9476

Read the notes myself, and it sounds like it Durz. Though HALF of the traps aren’t fields, remember? Viper’s Nest AND Spike Trap.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Ranger info from livestream

in Ranger

Posted by: RyuDragnier.9476

RyuDragnier.9476

Exact mentions man, TELL US EXACTLY what they’re going to give us.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

10% less dam. doesn't make support better

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

the change wasnt really about support, it apparently was more about reducing maximum direct damage in pve, it will also end up effecting WvW, where it honestly probably isnt a good change.

But how many players outside of thieves ran with full zerkers? That’s pretty much suicide to do in WvW, since you’re basically a rallybot.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

How to counter thief stealth

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

I had a thought that could fix the main problem with stealth (not seeing your opponent), while at the same time keeping the power of thieves and everything intact. When we hit something in stealth, SHOW US NUMBERS. That way we know the general location they’re at, and it can also help give the players against stealth more of a head’s up on where the person in stealth is at. Conditions would especially work for this. Before I see thieves complaining that it will completely destroy the idea of stealth due to conditions doing constant numbers, let me remind you…Shadow’s Embrace.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Is it still per second? Or did they change that effect too? A thought occurred to me while talking with a friend who mains a warrior, he felt it should be every 3 seconds. That way it’s a regen effect that doesn’t overpower the warrior’s defense. Have to say I agree with him…at least then I’d have hope for damaging one enough.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

reduced damage for thieves

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Wait, you’re telling me that you think this would completely wreck backstab thieves? Okay, so you have to stealth an extra, what…1 time? Oh good sir, you make me laugh…and stare disapprovingly at that kind of nonsense thinking of yours at the same time.

Attachments:

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

10% less dam. doesn't make support better

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

This I assume was the easiest way for them to drop how far ahead zerkers were in the meta while at the same time making others catch up in a fashion, all with minimum alterations to entire builds. Zerkers are still king good sir. Also, don’t talk to me about tedious fights until you’ve done every single dungeon in this game as a bunker spec. Doing fights 2-4 minutes longer than a zerker is tedious, an extra 10-11 seconds to a zerker fight is not.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Link to that info, Ark?

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Live stream Updates/ see 2nd post for rest

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

This does NOT make other builds better! It makes critical builds worse. That is all! What about reducing crit damage by 10% will make inefficient stat combo’s BETTER? Do people not get this? Does the dev team not get this?

They did it to slow down the zerker sets so it’s harder on the zerkers, so they don’t burn through enemies fast enough to avoid most of their mechanics, and most likely as a way to bring the other classes up while dropping the zerker a bit at the same time. Zerker will still be king…just not by as much.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

RIP power builds in roaming

in WvW

Posted by: RyuDragnier.9476

RyuDragnier.9476

Wait…people used zerkers in WvW? Did they WANT to contribute nothing and be the weakest link?

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

General consensus of the smart players:

Lower the base healing of Healing Signet’s passive, let it scale more with healing power, and raise the base heal of Healing Signet’s active.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

I want to get rid of thieves

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Easiest way to fix this thief stealth problem? Make NUMBERS appear at the location of the thief (like what happens when you hit anything in this game) whenever you hit them. There, you’ll know where the thieves are at, and it also cancels out the “invincibility” factor of stealth, because then there’s a counterplay to them, watching the damage to know their location.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Thread summery:

OP: healing signet too strong.
Dev: we need to make the active used more.
Wars: passive to remain about the same, but have the active massively buffed so that it gets used more.

Yup, this seems about right for a warrior thread.

- . -

You mean the status quo where the devs don’t ENTIRELY know what they’re talking about too much, at least when it comes to balancing?

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

We had all that before HS was buffed and we were regarded as absolute trash in all forms of PVP.

Some people did amazing stuff with the warrior in WvWvW before all the overbuffing and the class has always had superb mobility. The issue now is that it has superb mobility and superb sustain. Something has got to give because as it stands the class is rightly viewed as the official easy mode. Either nerf the sustain or the mobility. If warriors were sluggish juggernauts easily kited I’m sure the playerbase would be more inclined to tolerate this.

This. People said for the longest time that warriors were trash in PvP before the overbuff to Healing Signet, but dear god did I encounter warriors who completely wrecked me despite that. Warrior before along with the thief were the official hardmode PvP classes. If you could do well with them, you were declared an amazing player. Now Warrior doing well means jack kitten, it means you’re just coasting on an overpowered healing skill.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Is it because they have Healing Signet? Well we’ve already seen a Ranger has a nearly comparable heal.

Except Troll Ungent isn’t on 24/7/365. It’s on for EXACTLY 10 seconds, and then has a 15 second downtime before it can be used again, giving enough time for the Ranger to get killed. Healing Signet is always on unless you use the active (which is worthless), so there’s no downtime whatsoever, making it more powerful than Troll Ungent.

Is it because they have Endure pain? Well the Ranger has the same skill but their’s lasts longer.

Endure Pain’s only downside is conditions, which is easily remedied. Protect Me’s downside is that it can kill off your pet, and the second your pet goes the invulnerability goes. It’s possible to only be invulnerable for a single second before losing all of it. Signet of Stone, that one I admit cannot be stopped, but it’s on an 80 second cooldown (70 more than you need to get killed if you’re running full zerker on a Ranger).

Is it because they have Balanced Stance? Well the Ranger has it with a 20 second duration.

Warrior’s is on a 40 second cooldown (lower with traits), while Rampage as One has a 2 minute cooldown. That’s 3 Balanced Stances you can get through in the time it takes for RaO to recharge.

Is it because they have high Toughness? A Ranger could have more in the same gear than a Warrior.

I laughed. Ranger cannot get higher toughness than a Warrior, Warriors wear heavy armor, meaning their base toughness (and their max toughness amount) will be higher than a Ranger. Are you smoking something sir?

In your wildest dreams would you ever consider a power ranger a bunker? Because all the above certainly makes it appear they can out bunker the Warrior. I guess that 3.5k hp is making quite the difference? But of course I didn’t mention the Ranger had more evades, multiple sources of protection, etc.

And as I said before… the more we have this conversation the more we’re moving away from Healing Signet even being a problem to begin with, which is the point the Warrior community has been making for awhile now.

I pointed out the errors in your logic. The biggest one being that Rangers will never have the damage output of Warriors due to a crappy faulty AI that Anet refuses to fix having 30% of a Ranger’s damage output. A zerker ranger cannot kill as fast as a zerker warrior, and as I pointed out, cannot have the sustain available as readily as a Warrior can at any time.

Hell, we have nowhere near the health pool, and we don’t have ANY real condition cleanse, compared to a Warrior who can easily get ahold of an active cleanse that works just from using burst skills, which is part of what zerker warrior does. The majority of your argument does not hold water sir.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

No offense, but I have a feeling Jon says that because he mains a warrior and doesn’t want a nerf on his own class. And would a lower cooldown really warrant a use? Within those seconds of cooldown, you would have already restored more than that amount of health back. I understand it’s for burst, but wouldn’t it just be easier to just pop Endure Pain and then Fear Me the second Endure Pain is about to go out to keep damage off you? Actually, combined with Defy Pain, using Endure Pain after it would basically guarantee no damage on you for a while.

does not matter if he mains a warrior or not. we are playing their game here and we will follow their rules. the rule right now is that warriors will have decent sustain with healing signet, only against builds that do puny damage though.

Meaning Zerkers can outheal against tanks, when it should be that the tanks are doing average damage against the zerkers and whittling down their health at an average speed. Not just sitting there taking the hits doing /laugh at you even trying to outdamage their passive heal which makes it impossible to fight them without going zerker yourself..

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Jon Peters already said warriors need the passive for sustain, so the passive healing is here to stay. work on improving the active.

No offense, but I have a feeling Jon says that because he mains a warrior and doesn’t want a nerf on his own class.

And would a lower cooldown really warrant a use? Within those seconds of cooldown, you would have already restored more than that amount of health back. I understand it’s for burst, but wouldn’t it just be easier to just pop Endure Pain and then Fear Me the second Endure Pain is about to go out to keep damage off you? Actually, combined with Defy Pain, using Endure Pain after it would basically guarantee no damage on you for a while.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

(edited by RyuDragnier.9476)

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

I think that all here already knows that Healing Signet is “few” strong.
As Jon said, we need ideas, ideas, give suggestions about passive and active.

Best idea I can think of…give Healing Signet all the aspects of Adrenal Health, change Adrenal Health in some way. Hey, I know Warriors won’t be happy about that, but IMO Adrenal Health is EXACTLY how Healing Signet should work, as it’s not OP in that way, it adds a gimmick, and the player’s style of play determines how the signet will heal at any given time.

Though you COULD make it so Adrenal Health heals whenever adrenaline is used at its current levels, but change how it works at each level. Level 1 heals 250, level 2 heals 480, level 3 heals 720. Meaning multiply the current per second heal by 2, and use it as a single heal for that adrenaline use. Or change the multiply factor in some way to however you see fit…but don’t make it burst healing, that’s what a healing skill and water field blast finisher is for, mkay?

Combine with my idea for Healing Signet, it means if you go on the offensive with adrenaline you lose your Healing Signet’s full power, but do gain a small heal to make up for it. And likewise, if you don’t use adrenaline, you won’t get the healing from Adrenal Health, but you DO get that constant 360 regen per second.

Basically, it turns the combination into a combo that requires strategy, meaning you’ll have to plan things instead of it just being completely passive healing. Which if I recall correctly, Jon Peters wanted to get rid of more passive things in sPvP, and this would help get rid of one of them.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

1st of 4 part ending

in The Origins of Madness

Posted by: RyuDragnier.9476

RyuDragnier.9476

Here’s my prediction on the parts, with the last 2 being my hopes.

Part 1: The new world bosses are unleashed by Scarlet, we find something that leads us to understand her evil plot.

Part 2: We try to circumvent her plot, and end up discovering her evil lair, with the Pact working together along with Marjory, Rox, Braham, and Kasmeer to dispel the defenses so we can get inside.

Part 3: We reach the inner sanctum, and destroy her lair, with her playing with our minds again, only for us to reach the end and find out she’s off to finalize her plan.

Part 4: We face off against her in a final showdown of epic proportions, only to realize that her death was the last cog in her plan, leading to the revival of Mordramoth, the Jungle Dragon.

Next Living Story Arc: We’re off to the Maguuma Jungle to stop this dragon before he reeks havoc!

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

If they have standard their damage will be low, not to mention you can easily kite them out of range of the standard, and they’re giving up a full utility just to get that regeneration.
Adrenal health is 1 tick per 3 seconds
Healing signet is balanced
Dogged march is dependent on other classes applying conditions.

He was pointing out how easy it is to have uptime on regen as a warrior with his links good sir. Meaning he was invalidating your claim that he wasn’t taking into consideration the full package. Speaking of which, let me break down each part.

Adrenal health is 1 tick per 3 seconds

This trait is already as powerful as healing signet when you have full adrenaline, and way more balanced than it. I’m actually surprised that this isn’t how Healing Signet works.

Healing signet is balanced

Wait, you think having 400HP regen a second without having to put ANYTHING into healing, and without some gimmick to get it that high is balanced? No other class can pull this off. Hell, no other class can get close to this amount of healing per tick with one ability without putting points into healing, they need almost full healing power just to pull it off. When they do have a gimmick, it can be balanced since said gimmick requires you NOT to use the class ability, which also can kitten your offense in some way (shattering for mesmers).

Dogged march is dependent on other classes applying conditions.

The current meta is condition, and most weapons add them. Meaning it’s going to go off often, and with no internal cooldown warriors WILL have regen often.

Warriors have 12% innate damage reduction (heavy armor vs light armor).

So why do they need UNTRAITED 400 HP heals a second again?

Try again. I know it’s hard to accept, but Warriors are balanced and you just need to learn to play.

You’re high, aren’t you? The healing signet is not balanced, nor is Dogged March. If Dogged March had an internal cooldown of 10 seconds, it’d be balanced. If the Healing Signet worked like Adrenal Health, it’d be balanced.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

(edited by RyuDragnier.9476)

New World Bosses

in The Origins of Madness

Posted by: RyuDragnier.9476

RyuDragnier.9476

I think they learned a few tricks during the Tower of Nightmares to keep things fresh. Some of those bosses were pretty difficult, and zergs got blasted pretty hard if they weren’t paying attention. I expect more of that here.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Condition classes don’t counter warriors. If they did, you wouldn’t be seeing Warriors everywhere in a condition meta. Conditions may be anywhere from good to mediocre versus Warriors depending on how they are built. For example, some of the toughest match ups for DhuumTerror Necros, which have been called OP Condispam, are Warriors.
Nothing in this game counters Warriors to any real degree.

Sadly, this is the truth. The Healing Signet combined with Dogged March and Cleansing Ire pretty much has destroyed any and all condition counters.

Poison? Too bad, Cleansing Ire wiped that away thanks to using a single adrenaline bar.

Tried to Immobilize, Cripple, or Chilled the Warrior? Sorry, you’ve just given him Regeneration.

Tried to just DoT him to death? Not going to happen, he’s healing faster than your DoTs can damage him thanks to that signet.

At this point, Warriors DO need either a health pool drop to make up for this, or we give Dogged March an internal cooldown along with nerfing the passive for Healing Signet. Either way, no class should have no counters like this in PvP.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Thieves in WvW

in Thief

Posted by: RyuDragnier.9476

RyuDragnier.9476

Actually, thieves can help out with support, but you do have to sacrifice the power to pwn easily to pull it off. Meaning you have to go Apothecary build. Meaning regen build.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

The final battle needs a revamp

in Guild Wars 2 Discussion

Posted by: RyuDragnier.9476

RyuDragnier.9476

No, the current battle is fine…but ADD TO IT. He falls, then suddenly you and the party are pulled into the mists, where you fight the essence of him. You do a 1 minute curbstomp where he won’t take damage and devastates your party, only for your mentor to appear in death to give you the very thing you need to damage and resist Zhaitan. Cue epic battle with a humanoid form of Zhaitan, that has several phases. Upon his death, you have a tearful farewell with your mentor, and then are thrown back onto the airship, where there’s another cutscene before it gives you the “dungeon completed” thing.

In other words, make it so we know Zhaitan is dead because we killed basically his otherworldy essence/soul/whatever. It also gives us closure with our mentor and one hell of an epic battle.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

More Counter Stealth Play

in WvW

Posted by: RyuDragnier.9476

RyuDragnier.9476

Actually Sanduskel, there are quite a few that allow restealthing in combat. However it’s usually 2 skills, each on very hefty cooldowns (30 seconds or more) that last for maybe 3-4 seconds.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Nerf zerker? Really?

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

If they were dodging all of the hard hitting skills then why wear PVT?

Because they probably do not like the glass cannon playstyle at all. I’ve played it and can rock with it, but I do NOT like the style. It’s why I don’t use it at all. I’ve got a trap Ranger, wellmancer, healing engineer, regen thief, banner warrior, darkwater mesmer, shout guardian, and support staff ele, if that list tells you what type of setups I prefer.

There is a differnce in nerfing a set of gear (which they won’t do, that throws off the stat calculations) and making the play environments less favorable to said gear setup. This is apparent in PvP where Zerker amulet is nowhere close to dominant (though it does get used). The difference in the attack frequency and comparative unpredictablility of players is the main cause for this.

Which is down to the combat mechanics. If they are going to promote diversity by altering the combat mechanics, then they have a chance of making it work… but it is a hell of an overhaul.

Wrong. Combat mechanics would remain the same. All that would change is NPC attack routines. Frequent, low damage attacks could not all be avoided (the current NPC attack style of slow, big attacks can), and the damage would add up, forcing Zerker players to back off occasionally.

Like how some of those pirates act in Lornar’s Pass, or how some of the bandits act in Queensdale? Cause some of them do not stop attacking much, and they tend to dodge. Actually, thinking on it…wouldn’t it be possible to have a bunch of enemies with frenzy as the counter? We’ve seen how fast Abominations can act once they get a bunch of stacks of it.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

(edited by RyuDragnier.9476)

Nerf zerker? Really?

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Which is entirely correct. Bad players can’t actively mitigate so they rely on passive mitigation, good players can rely on their own skill. However we aren’t asking for PVT to be removed, we just want PVT users to read our lfgs and not join them.

This entire thought process is completely irrational. Having full PVT armor doesn’t mean a thing if you still don’t know how to dodge. I’ve been in parties where all the zerkers couldn’t dodge a kitten thing and died within 30 seconds yet the one person in PVT armor dodged all the heavy hitting skills, and ended up surviving long enough to kill the boss solo (4 minutes). Armor sets do not equal skill, and if they did we could reverse the thought process easily. The reverse would be that zerker players are so bad that they have to zerk because they don’t know how to play well enough to actually survive longer than 30 seconds.

It’s opinions like yours which is why people tend to hate players wearing zerker, you have such giant egos that it makes people WANT zerker to get heavily nerfed just to break your egos into tiny pieces. Get rid of that ego good sir, ASAP, before it breaks and you go into a depression you may never get out of. One last thing…

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

My reaction to this is to ask, what is the goal? Is it to put Warriors back into the bad spot they were last year? I don’t see Warriors face rolling matches left and right. If anything HS needs to have a buff to it’s scaling with healing power. Make putting points into healing useful!

No.
HS needs the base heal to be extremely nerfed and the Healing Power scaling buffed.

Healing Signet is not the only thing holding warriors up from where they were last year.

This, nerf the signet, give it some good scaling with healing power so that if Warrior runs cleric gear they get that much hell why not even a little higher HPS from it and end the days of the Half Zerker geared warriors with better sustain than a full support bunker.

Also while we’re at it, what other class has a 5k auto attack? Anyone? Hmm? hmmm? No?

Dat 5k AA

You want all warriors running clerics? Why do I feel like I’m in a solo q right now?

I get his mindset easily. No other class can have that much power, sustain, etc. without speccing for it. Warriors however, can get all the sustain they’ll ever need to make them unkillable from just 20 points in a single traitline and the Healing Signet.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

The changes I would do to Healing Signet:

Healing Signet changes to the healing per tick:
Warriors Health | Healing per tick
100% – 75% | 200
75% – 50% | 300
50% – 25% | 400
25% – 0% | 500

Increased the recharge of Healing Signet to 40 seconds, increased the active heal by 25% and scaling with healing power to 1.75 instead of 0.5

This is the best idea I’ve seen dealing with Healing Signet. Screw my idea of a normal nerf, this is way better. It’s not OP until it needs to be to save the Warrior’s life, similar to that giant damage reduction from Bark Skin for a Ranger.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

Nerf zerker? Really?

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Based on the recent word byte on conditions, I’d guess that, “We are trying to take steps to address some of the dominance of Berserker/DPS players.” could very well be changing some mobs to be more resistant to direct damage. In fact, based on ANet’s history, introducing some mobs that are susceptible to conditions might well be their way of addressing both conditions and the dominance of direct damage.

I doubt there will be significant reduction in berserker capabilities. Glass cannons do not seem to be OP in PvP. Since the problem is more with PvE, they are more likely to change mobs than character capabilities.

I’ve always wanted them to change it up so half of the mobs in dungeons have low toughness high vitality so zerk works for them, while the other half being high toughness low vitality, so conditions can work for them. You know, make it so that you HAVE to mix it up to complete a dungeon fast.

Hell, give bosses the ability to instantly take only crap damage (like 20 damage at the most) from direct damage and suddenly take double or triple damage from conditions for 30 seconds. Make some mandatory bosses START in this mode, and have them not have it for 20 seconds before reapplying it. It’d fix the zerker mindset, because it’d actually take longer if the entire party were zerkers compared to a mix. But this idea will most likely have problems somewhere.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: RyuDragnier.9476

RyuDragnier.9476

Fine. Lets just leave healing signet as it is. Lower base health of warriors 5%.

Still wouldn’t help, they’d still heal more than the damage you can deal. No, the only way out IS a nerf of the signet’s passive, despite what Jon thinks. We don’t need to give it a massive nerf, but right now it’s too much when combined with 20 in the defense line. Try fighting one of these guys not only in sPvP, but in WvW. There’s really no killing them right now solo.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

retaliation and wvw

in WvW

Posted by: RyuDragnier.9476

RyuDragnier.9476

I know that retal scaling with damage done would be ideal, but until anet does this (which isnt likely to happen) there are simple alternatives to avoid dieing to retal. Like common sense.

Too bad that doesn’t help Rangers or Engineers. Most of our stuff IS fast hitting or hits multiple times/enemies. And once that AoE starts…we’re screwed. I’ve noticed I don’t really have a problem with retal most of the time because not many zergs actually use retal a lot in our tier, they just try to zerg everything down. But when you encounter those few zergs that do…UGH.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

More Counter Stealth Play

in WvW

Posted by: RyuDragnier.9476

RyuDragnier.9476

Many more classes can get away from a fight if they choose to. But somehow people are not complaining about them, the complaint is about thieves getting away even though that is a part of their ‘archetype’ in this setting.

People complain about thieves getting away because every other class you can stop from getting away easily, and stop them from coming back to annoy you for a while. Thieves? No, once we enter stealth we can easily be pretty much become untouchable and can just bide our time before striking again and again, leading to much annoyance. That’s the main reason why people complain about a thief escaping, we’re annoying because in most cases we WILL keep trying to gank you until more people come so we completely back off to avoid dying, you die, or unless we know there’s no way we can take you down (meaning battles are ending in stalemates or the enemy is that strong). There is no killing a thief who knows what they’re doing without more numbers (and even then, a good thief still won’t die).

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald