Very glad to hear Stronghold is not going to be a viable ranking tool and that you are taking the season a bit more seriously.
I am not sure what to make of Skyhammer. To be fair, I haven’t even loaded the map, so that is probably my fault.
Yeah, keep believing that.
He’s right, though, there’s just three of you who inflate these thread counts; you, Ohoni, Rednik.
Except that it already works just like that in WoW, and works fine. I don’t know why people here are trying to oppose against proven and working raid models with empty theories straight out of their heads.
Except that GC, the game director during the time that LFR was implemented, said that it was probably the biggest design mistake that he’d made on WoW- and that’s the only mode that actually has any quantitative difference to the other raid modes at the time.
Not true. The first is the actual damage reduction you get, but that 50.4% is the damage received. With multiplicative modifiers, 30+20+10% ends up with a damage reduction of 49.6%.
Damage received is 40% vs 50.4%, damage reduction is 60% vs 49.6%.When modifiers are <100%, additive is better. If X>100%, multiplicative becomes better.
yes, my mistake
This post is about how broken the class has become when all others are getting seemingly endless nerfs. There should be no existence of a “rabbit” or “runner” type-spec yet here we see builds popping up allowing players a perceivably limitless amount of escape-and-run opportunities. These builds are highly ignorant of standard MMORPG balance etiquette as they spit in the face of cooldowns and tactics.
Almost every single class has an option for escape though, whether through stealth, speed or a mix. The only ones that don’t are Necros and Guardians- and even then, Guardians can cover some impressive ground.
Percentage modifiers is a poor overly complex design mostly thanks to the multiplicative stacking effect. At the very least percentage modifiers should be additive (as in three 10% modifiers are 30% instead of the current 33%). Better yet have all modifiers (food, traits, etc) effect a stat directly and let that work its way out in the calculators.
It’s actually better to have multiplicative modifiers for defenses rather than additive ones.
30+20+10% reduction added = 60% damage reduction
30+20+10% reduction multiplied = 50.4% damage reduction
Damage is currently additive and that’s part of the problem, between Protection, Frost Aura and Rite of the Great Dwarf giving 93% damage reduction
IMO damage reductions should only operate based on the largest reduction rather than a sum of them all
Just show up with some decent food and a decent build and decent gear to a training run and you’ll be fine.
Adding more raids cannot. Opening them up to a wider community can.
In a “difficulty modes for raids” discussion, they are the same thing.
?
I’m in t4 with like 9 servers and will probably be here for 2 months.
If you’re in t4 and you’re in DB/KN/YB, you’re likely going to move up to T3 at some point.
If you’re on one of the other two linksets, you wouldn’t be going anywhere in 1up/1down.
The poll is:
*More varied matches
Vs
*MOAR lootNot shocked at the results.
Are they really that varied? You’ve most likely been playing against a similar groups of people for the last 4 years.
If you want more varied matches, move to a linked server.
How would 1up/1down affect the server that places 2nd?
2nd placing server stays in the tier.
No server without a link is able to win a match up against linked servers since coverage is still everything.
And eventually people who think winning is more important than their server will filter out. Overstacked servers became overstacked because people wanted to win, after all.
And when those servers stop being overstacked… Well would you look at that, they start getting links.
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First, they didn’t “focus on raids” — Raids use a small team of devs.
Second: it did not turn out disastrous. It exceeded everyone’s expectations. It’s designed to appeal to a niche crowd and it’s played by more than the target audience.
Third: they aren’t making “more” raid content, or at least, not a significantly more than they had originally intended. They had a plan for raids and they’ve implemented it.
The only metric we have about issues relates to the entire expansion, which is far, far more than just Raids. And lots of things that people criticized about HoT have been addressed: the slow rollout of other PvE content, the intense gating in HoT maps, the inaccessibility of vendors, the release of new legendary skins. In other words, lower HoT sales can be easily explained without mentioning Raids at all. If anything, there’s evidence that Raids brought in new players.
I know all these things. I’m just trying to point out the flaw in the logic. If raids are bad, how the hell can adding more raids fix that?
The economy of pay to win consumables? Honestly, the economy on those food items is already busted.
If the foods are that good, just nerf the foods, breaking the economy of the items behind the foods is not going to fix inflated power
We’ve had a few suggestions on this already, and I think the one I liked best was give us Proof of Heroics instead, and let us BUY tomes for those.
Less clutter, more options, those that want tomes can still get them, the rest can get other stuff. Siege or foods or what nots.
This makes the most sense to me
It makes too much sense. Also, we have no finishers outside staff 4 because Death Shroud.
Gravedigger is a whirl finisher.
…Stop laughing.
Except that monetary statistics says otherwise. Raids ofc turned out to be great quality content by themselves, and 5-3% of constant raiders is probably more then they are expected, but for general game population that focusing on raids turned out to be disastrous.
Focusing on raids ‘turned out to be disastrous’
And the solution…
Is to make more raid content.
I’m not a scientist but you may need to go back to the drawing board. Just a thought.
Also, we have other heal skills. They exist, I’m not joking. Love us ;-;
That’s the thing; while Consume Conditions might be ‘bad’ it’s still our best. If anything’s going to get buffed it’ll be something else.
Probably more buffs for Well of Blood. Should get some condi cleansing imo.
Obviously one that will keep raids from dropping from development board by increasing their auditory – a training one. Everything ascended and legendary quest items could be removed from loot table, except maybe shards (or they can even make last wing boss still drop one LI, to motivate experienced guys actually do this mode too).
We have multiple cases of developers or VIPs on the forums stating that the raids punched above their weight, including “more players raided than we expected” and “raids are helping player retention” and “raids are wildly successful”. The resources that were spent on the initial release seem to have paid off.
With this in mind, why would you draw the conclusion that an increased audience is necessary for the mode to carry its weight?
Being able to buy best food for any currency is a bad idea, ruins the economy.
Siege, maybe.
IMHO Axe is perfectly fine. It is filling the role that it should; modest damage from range for Power Reaper.
It’s even difficult to say that Dagger or Greatsword need help. Sure, they probably do, but necromancers are not viable or unviable because of their skills; power necro as a whole is not viable because its traits aren’t good. Survival tools that necros get out of Blood Magic and Death Magic don’t pull their weight. Death Shroud is more of a tomb than a bunker; if power necro was healable in Death Shroud maybe that wouldn’t be the case.
Would prefer for Mistforged and Triumphant Hero’s skins to be earnt in a similar way to Machined skins; owning the Hero’s/Triumphant skin unlocks a collection, you have to collect some dropped components and buy some other components.
Couldn’t be hard. Have one that you buy through Badges of Honor, one you buy through Proof of Heroics, one drop from player kills/obsidian sanctum end box, one drop from Lords.
(edited by Sarrs.4831)
- Tenebrous Crystal
- Shimmering Crystal
- Blade Shard
- Mystic Forge Stone
- Badge of Tribute
- Black Lion Ticket/Scrap
- Doubloons
World of Warcraft was released in 2004 with 2 Raids. They added 1 Raid in 2006, 6 Raids in 2007, 3 Raids in 2008, 2 Raids in 2009, 5 Raids in 2010, 3 Raids in 2012, 2 Raids in 2013, 2 Raids in 2015. I’m not counting Raid wings or how large each Raid is for simplicity, the above count is not accurate by any means.
Total: 26 Raids over 12 years, that’s slightly more than 2 Raids per year.
We only have 1 Raid in 1 year since raiding was added and 1 raid in 4 years in GW2’s entire lifetime. I think it’s perfectly clear where the focus of each game is, and why a game really focused on Raiding might need multiple difficulty tiers while a game that has raiding as a side project does not.
Also worth remembering that WoW raids in practice no longer exist in the form they existed in at the end of each patch. Progression races end, new expansions launch and content becomes irrelevant. That is not the case in GW2 and comparisons fundamentally fall on their face because of that.
Multiple modes is a bad idea because reasons that have been discussed ad infinitum.
There’s absolutely nothing wrong with the game expecting you to play at a certain level. If you don’t want to play at that level there is tons of content available for you; dungeons, fractals, LS steps and open world.
Which WvW infusions should I use (all builds)?
Power infusions across the board IMO.
Honestly I’m quite happy with just receiving one elite spec per class per expac. Two elite specs on its own, with HoT’s ES and E2’s ES, will be very helpful.
What would be nice, though, is a balanced core specialisation.
My extremely lazy thoughts on raid diversity:
- Boon Duration is too easy to game. Items like Platinum Doubloon, Rune of Leadership are insanely overbudget; when converting to Concentration the extremely overbudgeted nature of the items are revealed.
- This generosity with Boon Duration results in overprevalence of specific boons; chiefly in PvE, Quickness (also an issue in WvW). Quickness 100% uptime should not happen without serious (and arguably overcompensatory) compromises in your composition.
100% Quickness uptime does not make any sense and drastically hinders multiple classes. Chiefly I want to speak about Revenant and Scrapper but there are other examples. Impossible Odds should be a massive DPS boost for a DPS rev but it does nothing. Applied Force should be a reasonable boost for a Scrapper but it does nothing.
There’s also a case to be made for +condition duration effects but those tend to be condition specific (which are more or less fine IMO) or not particularly prevalent.
There’s also a case to be made that a party should not be permanently at 25 might purely through the output of 1 supporter (PS), and that that also significantly reduces the amount of build diversity, but that’s not a battle that I really think needs to be fought at the moment.
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Remember that in game design the ‘good’ class is the one that’s utterly average.
To say Necros have useless elites is simply nonsense. Flesh Golem is a reasonable standby. CttB! is perfectly usable and fills key functionality. Lich Form is the only element which doesn’t ‘work’, and that’s primarily a result of meta influences (dependent on projectiles in a projectile-hate meta).
Plague Cloud: Is bad. It’s just objectively terrible. It has a 180 second cooldown, gives you a pulsing condi effect with duration times so low as to be ignorable, the condis it pulses themselves are weak, and using this skill is in all situations and circumstances an abject loss compared to using your NORMAL skills and utilities from your weapon and bar. This might not be THE worst elite skill in the game, but it is a serious contender.
Entirely disagree. Plague is monstrously strong when you are playing a build appropriate for it; strong enough that its related trait (Chilling Darkness) received a nerf at the pre-HoT balance patch.
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IMHO Jagged Horror nerf is good. It might seem bad on the surface but the build is fundamentally ‘broken’ in that it’s the only build in the game whose DPS scales directly with healing. By bringing Necro into line they can actually buff DPS without needing to worry about overbuffing with this build in mind.
Mhh though i think the gs auto now does more dps then the dagger auto. The CPS of dagger auto is 1.33 and with the aftercast reduction the sequence of the gs auto should be less then 2.9 (the old one is 3 sec) giving atleast 1.24 CPS but gs does 10% more damage then dagger so you can muliplicate 1.1 to the CPS for the damage comparison which would be more then1.36. But that just taking the numbers from the wiki.
GS auto also applies chills which, if you are traited for them, will activate Deathly Chill and Chilling Nova without needing another source.
You’ll also be able to weave in GD, Death Spiral and Nightfall, though I’m not sure if Death Spiral is an increase over auto even with the damage buff.
Spiteful Spirit/Unholy Feast actually looks really good for WvW now. I was already a big fan of Spiteful Spirit for power necro and turning into an instant-cast 2-boon corrupt on entering Death Shroud isn’t small.
The damage increases to Axe skills are nice, but I think they may fundamentally miss the issues of power Necro/Reaper. We don’t need tools that allow us to deal more damage from range as a power necro; we need tools that will keep us alive and unstunned in the melee.
Greatsword aftercasts being reduced is good. The Death Spiral change seems pointless for PvP, but combined with the autoswing reductions, Greatsword may be a contender for PvE DPS.
6-8 hours of WvW to finish the track. That’s way more time than I and many others want to put into WvW. And its called the Gift of Battle not the Gift of WvW. So I see no reason to not put it into PvP.
And how many hours are you putting into PvE to get your legendary?
seeing how the subject isnt related to pve.but nice deflection. next your going to complain about how wvwers have to pve. cuz thats the main focus of the game right? wvw?
>accused of deflection
>you immediately deflect in the exact same way
sure m8
6-8 hours of WvW to finish the track. That’s way more time than I and many others want to put into WvW. And its called the Gift of Battle not the Gift of WvW. So I see no reason to not put it into PvP.
And how many hours are you putting into PvE to get your legendary?
the skillfact is Block, not Destroys Projectiles or Reflects Projectiles
unless your shout is Unblockable it will be blocked by Zealot’s Defense
nah imo
Gravedigger strips a boon from all targets struck
Stripping or corrupting a boon (with any effect) grants LF and drains life
GS CDs reduced
The wheel spins again?
I don’t think I’ve ever understood the reasoning behind bandwagoning.
No team-based ranked mode seems like a bizarre choice.
I think having both a solo/duo and 5man team queue options, which are eligible for ranking (possibly on separate tracks) could be interesting. Whether that is viable in terms of playerbase though I am not sure.
Would rather legendary armor.
Fractals and sPvP are both small-scale content
Raids and WvW are both large-scale content
I am curious when rewards for Skirmish completion will be implemented. While the current test has been useful I think it will be difficult to accurately kitten what kind of impact they have without the incentive for people to start playing at the start of the skirmish and end playing at the end of the skirmish.
I would also be interested in seeing with 4/3/2 VP, or possibly 4/2/1 with a population multiplier. Will review this thread some more, but I wonder how “prime-time: winner gets +1 VP” would go.
y’know what’d be super neat
if you could buy siege using tomes of knowledge
i’ve got like 5 stacks of them and wouldn’t mind turning it into cash
I would prefer for them to be targeting Silk, Gossamer, Mithril and Orichalcum prices, honestly.
I am somewhat disappointed that this legendary won’t be coming with the story that the other legendaries have had but it’s leaps and bounds better than no legendaries. This is good news.
I like the idea of turning Naturalistic Resonance into a personal buff. Honestly, I don’t think I’d mind it across all game modes.
I also think that Signet of Inspiration’s active should not be affected by boon duration. I’m not sure if it is at the moment, actually.
I don’t think I’d really ever want to see another tournament. Which server wins WvW still isn’t based on skill by any stretch of the imagination. Skirmishes helped, but only a little.
Would rather they look into other options for adding more value to WvW. Skirmish rewards would be a good start.
I think a game mode that “needs” voice comm and complex multi player interaction doesn’t have much of a place in a public MMO.
1. It doesn’t.
2. Even if it did, I disagree.
Going strictly by the letter of that notice, it would not count as false advertising. “Regular intervals” could mean, for all we know, once every year.
greatsword 5 will knock you down, but not pull you, if you dodge the chain skill
all Wall effects will hit you when you try to dodge through them
i believe smokescreen will also affect you if you dodge through it
guardian has multiple effects that will affect you while dodging, particularly Ring of Warding, Line of Warding and longbow 5 i can’t remember what it’s called
i don’t think engi has a skill that mirrors what you suggest, the toolkit pull can be completely dodged
-Future updates will make the encounters easier
-You can beat the content 1 year from now and be rewarded with still-useful stuff.
These two.
The first is because you have ignored the nuance of the argument. Encounters do not become less difficult because players have more options of what to play; encounters become less difficult because Blizzard has a linear gear progression model, and because Blizzard applies explicit nerfs to content to make them easier to complete.
The second is because itemlevel scales such that gear that comes from entry-level raids gets blown out by later raids, and even the same raid once the raidgroup’s item level has increased enough that higher difficulty levels are not actually more difficult than the lower difficulties at the lower gear levels.