Nades and Mortar definitely fill the same role as sit-back-and-bomb weapons, and the Nade kit does it better. It synergises better with its own talents, has a more practical range trait, you can still move while doing it, it doesn’t have a cooldown…
I don’t think that the Mortar works well as a Turret item. It doesn’t have the set-and-forget quality of the other damage turrets, and its synergies with the other turrets hamstrings its range of balancing.
If I was gonna make changes, I’d do:
- Base Grenade Kit range reduced to 900. Traited range 1000 or 1200, I’m not sure which; probably 1200.
- Mortar changed to a Kit. Base range 1500. All skills immobilise you during their animations.
If any of the ISPs do try to force their customers through the ringer, I very strongly doubt that they’ll be able to do it for long. They’re more or less offering their entire customer base up on a silver platter for any other ISPs to swoop in and steal their money. Yes, there are entrenched monopolies in a lot of places in the US, but I don’t think they’re stable enough to get that money without reprisal.
Bad in the short term, fantastic in the long term because it breaks those monopolies, and competition always provides a better product.
This is my completely kitten analysis of the laws I don’t understand of a country I don’t live in
As far as I can tell, we have 2 bosses in the patch and that’s the lot of it. I don’t care much for big PvE events, so it’s GG right there.
It’s a comment largely made out of frustration.
I see comments along the lines of “anyone could do better than this tripe”, but the thing is . . . I don’t see anyone actually trying. It’s uncommon anymore do I see people doing anything other than just say “Living Story sucks” like it’s a statement of fact which doesn’t need an explanation.
Nowadays, it’s not even a sarcastic “let’s see you do better”, it’s a plea to show me there are people who can do better story work than this with a MMO. And not “were” but “are”. Maybe if there’s some competition for good story content, the publishers will start caring about it as a component.
Two main things here;
1. You make it seem like the problem is fundamentally rooted in the game being an MMO. That is not the case. When you break down the problems in the writing, they’re far from anything that’s a cause of the medium. The same problems would exist if the story were a book or a movie.
2. SWTOR. For all its failings, story isn’t one of them.
The response to both those questions is simple: “Why were you watching at all?” The point to storytelling is threefold: to entertain, to inspire, or to educate. Entertaining is easy, just look at Michael Bay. Education is easier, you’re just showing people what happened in the past or illustrating something to enrich your audience.
Inspiration is the thing which can’t necessarily be done on purpose, but in this case?
If nothing else stick with the Living World to be inspired to do better yourself.
I’m confused; what’re you saying? Be inspired to stick with the living story to do what better?
To be a better writer? Fair enough. The Living Story so far is a pretty good demonstration of bad characterization. That seems like it’d fall more under ‘education’.
How much gems is that thing? Unable to log on at the moment. Quite curious what a fix of roids would cost.
1 = 150
5 = 550
25 = 2625
are this nodes 1x per character or account?
Once per account, I believe; same as the standing nodes. Confident enough in this that I’m not going to buy them and test. <_<
So with GW2spidy numbers
1 copper ore = 40c
1 gold ore = 1s20c
1 silver ore = 50c
2.10*3=6.3s a day.
Current gem price puts the price to buy the nodes at about 62g.
620000/630=984 days to break even. Same as with the gathering tools; they’re convenience. Would’ve liked if they were Rich nodes.
the same thing we do everyday pinkie
TRY TO TAKE OVER THE file not found
define.exe
input:fun
It would be much harder to construct an airship in modular fashion than a building on the ground.
Don’t understand why people are fascinated by airships. Saw this request a lot in WoW, too. Too much Final Fantasy? :x
Uhh.
At least these things are useful for all necros. Death Into Life gives every necro a nice bump to their healing, which might be relatively insignificant but actually benefits all necros, and might when struck is free might; don’t see any good reason to complain about that. You get these traits on the way to the more interesting 10, 20 and 30, anyway; traits which do carry you.
Seriously comparing that in a negative light to Protection of the Horde? I’m being nice to Reanimator; that can at least pretend to be useful by giving you a body block for the stomp every once in a million years.
Personally I don’t really like or care about the characters enough to care about their romance. Their “romance” started really quickly and without much trepidation, and the backdrop in front of which the romance undermines it(because it’s rubbish). They’re just two attractive people who are flirting with each other; it feels flat to me. Maybe it’s just because the story hasn’t finished yet, but most of the other relationships in the game have more oomph to them simply because there’s more going on in them. Logan and the Queen has the seperation in duty aspect, Caithe and Faolain has Faolain trying to WOLLOLO Caithe to the Nightmare, and Snaff/Kudu/Zojja is a love triangle but i dunno if thats canon.
Its a lot more active then say all the mmorpg game that have come out in 2012 to 2013 if that that your asking.
It’s not even close in terms of active players to FF XIV
Not really fair to compare a 15 month game to a ‘fresh’ release.
OT; if you pick a good server, yes. IMHO more could be done to help the population circulate particularly for dungeons but really I think it’s active enough to be enjoyable.
Nothing, as the game doesn’t require you to do any grinding.
This sentence is devoid of meaning. Grinding to do what? Nobody’s forcing you to do anything. If you don’t get ascended gear, your kids aren’t going to be panhandling in the streets. The concept of a game “requiring” you to do something is nonsense because you can just not play the game.
Exotic gear? It’s 2014, baby. Ascended gear’s where it’s at. Get on my (complaining) level.
(Seriously though I think it would be cool if dungeon bosses had a 10%-ish chance to drop extra big carvings of baelfire which are worth like 200 tokens and they have a higher chance to drop from less popular paths)
No mistakes. Game perfect. Absolute pinnacle of game design. Cannot be matched.w
Seriously though;
1. Overall design of boss fights. This game works well when there are a lot of units on the field. It breaks down when there are less units on the field. A lot of bossfights are you versus one dude. Defiant is an aspect of this failing.
2. Absolute PvE/PvP split. Don’t get me wrong, I think that mostly PvE/PvP split is good, but the game should have launched with more things that cross over. Like leveling up.
3. Facial customisation. I have the prettiest norn face but I have so much eyeshadow it’s ridiculous. I’m a murderhobo not a glam rock star what am I doing with this much makeup on
4. I think crafting kinda sucks. I mean we have the discovery window but it doesn’t really mean much, it’s just a fancy way of learning new patterns, and the discovery window is completely ignored when it comes to new pattern releases.
5. No underwear dying/customisation.
INCREDIBLY VAGUE BECAUSE I CAN’T ACTUALLY THINK OF ANYTHING.COM
I might fiddle with axe a bit. Make the 1 hit two additional nearby targets for 40% damage and 100% vulnerability application. Or make it a full cleave, who knows.
-Death Shroud has built-in poison+chill+bleed+teleport which is Dark Path
Dark Path does not poison. Never has, either.
Mhm. Guessing it’s being mistaken for the chill, which is also quite nice.
Spectral Wall absorbing projectiles and granting % endurance per projectile absorbed rather than fearing in PvE would be neat.
I think that’s the point where splitting PvE and PvP would get a bit much. They should still have more or less the same functionality in both areas in the game, but with different intensity.
My thoughts on necros in PvE; some kind of way to spread those boons out that you get from entering Death Shroud would be cool. Maybe a Death 5/10/15 trait to spread those boons to nearby allies when you enter Death Shroud?
So from what you’ve described, Chrispy;
- New skills
- New traits
- New weapons
- Location-specific skill unlocks
- Minidungeons with events in them
- Loredumps
- Fancy titles.
I’m not seeing how this subclass system is more than the sum of its parts, myself, and it seems to ultimately culminate in something similar to the badge next to your name when you get 100% world completion. If new skill releases are tied into the Living World content, then that would be fantastic and cool and excellent because when skills are given grounding in the world, they become that much cooler. I think, though, that a formal system like subclassing would be an unnecessary restriction, and either a system that is quickly neglected or a system that adversely affects the story to fit into it.
Of course people are going to say that it gives an advantage to others. That’s how they excuse the fact that they aren’t that good. It’s much easier to blame their failures on ascended gear than on lack of skill.
Err.
Wild and crazy theory incoming: maybe people say that it gives people an advantage because it gives people an advantage. It’s right there in the tooltip, it has bigger numbers than Exotic gear. While second-guessing people’s motives is fun, I think you might be setting yourself up a little by second-guessing people’s motives when they’re using basic arithmetic.
Wouldn’t mind being able to replace the Flesh Golem with an Aatxe.
Also, wild swinging with ToA would do nothing. Only if you strike the target without any conditions around you lose LF
So basically the clause is completely useless because you can take a dumb swipe before reaching your target to condition yourself up. Great!
-Soul Leech – I kind of agree at deleting Confusion. However, this entire skill was meant to be a way of dealing with conditions from auto-attack. Some fun stuff you can get with it, such as move burning from Dhuumfire to another target etc.
No change to it making you practically immune to condition pressure, then.
-Blood Ritual – I wanted to make it kind of “burst” damage with low cooldown but high cost coupled with some support. We need support
You want a dinner suit that is simultaneously a business suit and a pair of pyjamas.
We already have a skill that fits this portfolio; high support, low cooldown. It’s Mark of Blood.
-Putrid Bile – once you place it, it cannot be removed nor dodged, evaded, blocked. Only way to counterplay that is to remove your conditions.
Yay for making the ability more boring! As you remove potential counterplay from the ability, you also have to reduce the ability’s potential effect. Skills interacting in an interesting way with conditions and other game mechanics is good. Skills ignoring them or superseding them is bad bad bad.
-Verata’s Aura – You know, before I’ve posted it I thought about same combo – Death Nova from Aura. When I get home I’ll change it to :
Verata’s Sacrafice
Sacrafice 50% of your and all your minions total health. For next 20 seconds, you regenerate 200% of sacraficed health and one of hour minions lose 30% of it’s total health anytime you’re struck.
Spawn 3 jagged horrors at the end of the skill.
Oh okay so when I said that this skill makes you invulnerable for 10 seconds you thought you’d fix it by making you invulnerable for longer than some fights actually last.
Oh and it also lets you 2hit the necro’s minions to get ready for when their immunity drops so they are completely useless. Hooray.
And to spice it up:
Instead of DM 15 point minor Protection of the Horde:
Animator’s Vigor
Every time one of your minions dies, gain Vigor (4 sec)
The entire problem with the DM 5 and 15 is that they’re MM traits. You’re not gonna solve that problem by changing an MM trait into a different MM trait.
-Chain skills could apply same random conditions as Mesmer staff #1.
So more or less completely trivial because single stacks of Bleeding and Vulnerability barely matter, and 1 second of burning is really not very much. With the standing condition damage mechanics, you could actually come ahead on condition damage because you’re constantly swapping your opponent’s condi damage with your own.
-Touch of Agony – The reason why I like this skill to be risky in usage is because it can be probably highest possible cleaving siphon in game.
It isn’t risky, though. The only attack that you make that will actually reduce your life force will be the very first, because you’re applying conditions to yourself. It would also probably be the highest possible cleaving siphon in game because it is the only cleaving siphon in game.
-Sword is not melee weapon. Melee range is required only for first skill in weapon Chain, rest is mostly 600 range.
All three of the core chain abilities work best when you’re in melee range.
-Icy Veins – I feel like we just need some high damage AoE skill.
We already have high damage AoE skills. Every necromancer has Life Harvest and Tainted Shackles, staff is one of the most popular weapons, and Wells are a popular Power build option.
-Dhuumfire – Every foe could trigger skill only once per second. Radius around character could be very small, about 150. Since I’d like to make an universal weapon, instead of power or condition damage, direct damage comes from your SR and vitality. Burn and chill are there for the player.
So it has a frontal cone of 600 and a radius of 150? Just cut the radius, it complicates the ability for no good return.
If damage comes from your SR and Vitality, it is not a universal weapon. It’s a tank weapon.
It’s barely any self-punishment. Well-placed self-chills are utterly fantastic to have because you can either flip them with Well of Power or flip them onto another target.
-The idea of main chain is to be very powerful but with greater cost. Needless to say, by mindlessly spamming it you can kill yourself. I’d still want to improve it, especially Touch of Agony. We all know that in current game, it’s possible to break the chain. I don’t want players to constantly break auto chain and siphon tons of life on every hit.
It’d only really be good life siphon if you can get good cleave off. Any decent speed necro weapon which could cleave would be able to get great life siphon just with the vampirism trait.
If you don’t want people to break auto chain, then don’t stick the most useful skill in the first slot in the chain.
Lots of these skills look like they’ve been copied from other classes but necro-fied. I dunno if I like it.
Sword looks very, very similar to Scepter. The 2 is kind of like that Thief one that steals boons, but corrupts them instead; that could be cool, I dunno. The 1 chain and 3 look like Scepter-but-not-quite.
Torch looks like Warhorn-but-not. It dazes, but it’s a projectile, not a frontal cone AOE. It has an AoE movement slow which generates lifeforce.
I’m not entirely sure what to make of Axe offhand. Is Fell Swoop a quick whirl like warrior axe 2, or a spin-to-win like warrior axe 5?
Also, Execute seems like it’d put it right in the territory of Close to Death, and I’m not sure how you’d balance it.
“Summon a Jagged Horror on hit,” how does that work, assuming it’s a cleaving attack? If I hit three targets, do I get three horrors? The Hammer 1/2 seem a bit like a Guardian rip, but that may just be me.
I don’t mind ascended stuff. I’d like it if the laurel cost for patterns, particularly for armor, was less ridiculous, though. You need to spend like a gajillion laurels to get the patterns for them all, let alone the actual armor.
Would like it if the insignias and inscription patterns were the ones which cost laurels, and then you created the actual armor piece/weapon by combining Component A + Component B + Inscription in the discovery panel like every other piece of gear in the game. But, what’s done is done, so that’ll probably never happen. :x
Ascended gear does serve a pretty vital purpose in the economy so it’s pretty cool for that but yeah tone the cost down a notch.
(edited by Sarrs.4831)
1. New weapon:class combinations, with new skills/traits to go with them. More basic combos = more building blocks for builds
2. New heals/utils/elites; same as above. More skills = more potential for build variety
3. Map refinement, particularly for teleports- I can Infiltrator’s Arrow all over the shop on Temple of the Silent Storm, but on the release maps, I can’t do it anywhere
4. King of the Hill (other extra gametypes would be nice too)
5. Remember Reaper’s Rumble? Make a map which uses a mechanic like that map’s as its secondary objective.
6. All the new PvE runes/sigils added to sPvP. PERPLEXITY so fun
Hmmm. =/
1a. Lose Life Force? On the first attack in an auto chain? How does this skill work when cleaving several targets; will it reduce your life force for each target which does not have a condition? What if you have no target, because you’re swinging to try to hit a stealthed target?
b. 3 seconds of Chill on an autoattack? This is huge, especially considering it’s a frontal cone. That’s insane Chill coverage; better than Plague by far, considering you have to spend a trait to get it there. Life Force generation is weird; considering that you have no way to easily burn people other than Dhuumfire, you’re going to be absolutely starving if you try to use this.
c. This is… Confusing. Really confusing. Does it have a range of 600, or a radius of 600? It applies its effects to both targets around you and in the frontal cone? So if someone’s in front of me, they are struck twice by the effect? I’m guessing this is a channeled skill?
And apparently every swing causes a condition on yourself, so… Why does the first attack in the chain need a clause that says it requires a condition? It inflicts a random condition? Can it inflict Fear?
2. Sacrifice 5% of your total health and 10% of your Life Force. How much damage exactly does this do? Is it just health damage and the LF is wasted? Is it health+Life Force? And we get permaregen by using this skill on CD. Mainhand Sword has more or less completely edged out Staff two attacks in; it applies incredible controlling conditions, damage, and permaregen with just two skills.
3. Huge confusion application. Let’s compare this to Mesmer Scepter 3;
The confusion lasts twice as long.
It stacks higher.
It’s more practical to AOE with this skill.
It makes you immune to condition pressure for the duration.
It has a shorter CD.
I don’t think this skill will work.
So; we have a mainhand weapon which, in two skills, takes everything good about the Staff except for the Fear, and gives you 83% immunity uptime. If I’m understanding it correctly, which I’m probably not.
Onto the offhand!
4. So if they have a condition in 10 seconds, they explode. This skill seems incredibly difficult to practically use; as soon as they see it, they’re gonna be saving up that dodge to completely nullify it. 10 seconds is a long long time.
Unless you take into consideration Tainted Shackles. With good Tainted Shackle use, it would be possible to time a huge amount of pressure with either forcing them to roll out of the Shackle detonation, or forcing them to roll twice to avoid both detonations. Whether this skill is solid or overpoweringly strong, I’m not sure, but it would be very powerful with any necro’s toolkit.
5. This basically looks like an MM “lol i win” button. You explode up to 6 minions on your target, applying some very serious damage output and a ton of poison fields, while becoming practically invincible for ten seconds. And you get free Jagged Horrors on top of it for more explosions- great!
So, if you’re using the mainhand, the offhand is completely useless; heck, any offhand is completely useless, except for the Dagger in case you get some good self-applied conditions. The 4 is difficult to practically use; it may see use with a dagger in the mainhand, so you can assure the explosion with 3, but it’s probably more trouble than it’s worth. The 5 is an incredibly strong button for MM, but possibly servicable for non-MM.
So yeah.
Mainhand: Confusing as hell, and if I’m understanding it, overpowered as hell.
Offhand: If it’s adjusted, it could be reasonable, but probably not.
(edited by Sarrs.4831)
On Dragonite Ore in WvW; personally, I think it’d be fantastic if:
A. You’d get Bloodstone Dust/Emp Shards/Dratini Ore each rankup. I would probably say 15-20 or 20-25 of one material in each rankup chest is a fair spread.
B. You could spend, say, 100 Badges of Honor to get a box that would contain 60-80 of each material. These could possibly also drop rarely from rankup chests and player kills.
C. Players have a modest chance to drop Ascended Material Satchels which include a small amount of a random material (3-5). Also, players have a tiny chance to drop B.
D. Emp drops from camps/towers increased by 50%; Dragonite drops from keeps/castles increased by 100%.
words
This really just sounds like things that the game already has in utility skills, weapon skills and traits. You can already invest in different traits, weapon sets and use different utility skills to make your character function in a wildly different fashion from another of the same class.
For what it’s worth; I really don’t like the idea of subclasses. If they’re something you can change out of with a fee, they are just as trivial as trait allocation, and may as well be baked into that. I very strongly doubt that ANet would ever hard lock them like Advanced Classes in SWTOR are. GW2 already has a very expandable, structured skill system. The system does not need sweeping changes; it needs more content, and more parsing for underused skills/traits.
(edited by Sarrs.4831)
Pets and AIs ruin any chance of balance. This is something that will plague GW2, Wildstar, and has plagued WoW with Hunters and Warlocks.
When you add extra targets on the field it creates more of a need for AoE. Imagine focus fire single target coordination with AoE being used opportunistically, like if they’re running a melee comp and you know you can nail them when they focus a target.
That’s what it’s like in 4v4 Arenas in SWTOR. There are no AIs, you have to know your class inside out and hit your skills at the right time to win them. There are some strong builds that people QQ about, but they are easily countered because the game is balanced enough to be self-regulating.
They gave up on Conquest maps and focused on small scale deathmatches. It works because everything is counterable. Stealth can be detected actively and passively at cost. Ranged DPS have to know how to kite to survive, and Melee DPS have to use their anti-CC cooldowns and very short immunities if they want to not be kited. Healers have to position themselves well, and Tanks can guard high priority targets and have to adjust when someone is focused.
It’s such a well designed 4v4 system and what kills me is that’s not possible in GW2.
Too much AI, no diminishing returns on stats, too easy to make OP builds, and way too much prevalence of AoE vs. single target.
It’s sad
That’s not perfectly balanced either, though. Aren’t Sorcerors still rubbish?
Perfect balance is completely unattainable, and it shouldn’t be looked at as the optimal state for the game. Fun should be the ultimate goal. Balance is a component in that, but a perfectly balanced game has every opportunity to not actually be fun.
Dunno if I’m too late.
1. More weapon:class combinations
2. Gear customisation
(Incredibly vague; one thing in particular I’d like to bring up would be perhaps changing individual shoulderpads. For example, the Norn T1 Light armor has a sheepskull for one of the shoulders; maybe being able to remove it would be cool)
3. Maybe fiddling about with some guild housing. Maybe modding WvW objectives to accommodate this, or open world guild/personal houses?
Alternatively you could have waypointed out from the word go.
I’ve never been able to find a necro build that’s suitable for legging it from a zerg. That’s just not what necros are good for. You could do some misdirection to escape using Spectral Walk, but other than that, you can’t just run.
this seems like fun
Adept Minor: Toxic Life: Whenever you are afflicted with Poison, gain Might.
Master Minor: Well of Spite: When you take more than 10% of your HP in a single attack, place a Well of Darkness at your feet. With Focused Rituals, place it at your attacker’s feet.
IIRC banner regen has 1500 radius when traited. Also it’s permanent regen ticking for ~300/s if you’re running clerics (which you should) so in the 20s that your empower is on CD you’ve healed for more than twice as much from almost three times the distance… Not really a solid comparison.
600 base radius, 900 traited.
Ideally, what jmatb is exactly what the game needed when the population was at its peak. But now, the population has been let stagnate so long that the game would literally need, on top of a huge balance patch, to then have some sort of crazy “hype” campaign to get the word out that the game might actually have a competitive atmosphere afterwards.
Yeah, a huge population injection is more or less required. That’d probably take quite a bit; new gametypes, skills, etc., to pull in the old players and possibly a F2P mechanic.
But, not really sure we want to get into that in depth here.
(edited by Sarrs.4831)
Yes, but Sigil of Torment has a separate cooldown from all other sigils. That is why it is so useful.
It is the only reason it is useful for us. When they eventually fix it, and I would be very surprised if they didn’t, it will be terrible.
I hope I’m not the only one, but I hope that they fix it in the other way- Make the rest of the sigils not share a CD. It’s quite counterintuitive that they share a CD at all.
If the stability’s a problem I’d just say to cut the stability. \o/
Casuals do not become competitive, because they don’t care enough to put in 20-40 hours a week to practice. Your idea that bribing people who don’t take the time to even learn basic damage formulas to transform themselves into competitive teams is… interesting.
They don’t compete, but they do watch. Espawts needs spectators, and adding more casuals is a very solid, if not the best, way to get them. I’m fairly sure that’s part of LoL’s success; the barrier to entry is very low.
There has to be a point to investing that much time into the game, and that means cash prizes, regular sponsored tournaments, and a skills/balance team that is concerned about PvP’s specific needs with a sense of urgency, not four month cycles where the problems are written off as “nobody adapted to the changes, so it’s not our fault.”
Those first two will never happen without spectators, at least not on the third party side. A quicker skills/balance cycle would be nice (though personally I think just balancing isn’t enough and new content needs to be added to the game regularly to revitalize it).
Yea, Feast of Corruption was the one I meant. For Last Gasp, it requires looking at Spectral Armor and the amount of Life Force you gain from it (which is why it’s so strong). For that particular skill, I did not yet run the numbers. For Lich auto attack, the cleave also needs to be considered for it’s damage potential and how positioning can change those numbers.
I personally don’t have much of a problem with how positioning can change those numbers because you can get your fat butt out of that position to reduce the numbers, unless the other team is getting you all huggy together with pulls and immobilises and whatnot in which case I’m inclined to say fair play to them. Outplayed xXMLG420Xx etc.
I’m only interested in what’s written in the thread, sorry. The suggestion to destroy the mesmer GS actually made me laugh.
I was really confused about that suggestion too.
Some of these are alright, some of these are kinda blerr. Since necro’s probably my least unqualified class to speak for;
Necromancer
Skills
Putrid Mark – transfers 3 conditions from the caster to foes on trigger. Additionally, transfers 1 condition from allies (cap of 5) to enemies within 900 range.
Grasping Dead – reduced physical damage by 12%
Unholy Feast – reduced damage per condition to 5%
Signet of Spite – reduced condition durations by 50%
Lich Form – Deathly Claws – 10% decrease in base damage
Good change. Fetid Consumption flipping conditions before I send them is a pain in the kitten .
Not sure what this change is trying to address. Physical damage with grasping claws- So what? It comes out very much in credit if you’re raising the AOE cap.
Unholy Feast does not do damage based on the target’s conditions. You are probably thinking of Feast of Corruption.
Reduce the CD to 40 or 45 seconds to go along with it.
Don’t declaw Lich Form. It’s already a giant Kick Me sign, it’s already avoidable.
Traits
Siphoned Power – health threshold to 65% for trigger
Training of the Master – decreased damage increase to 25%
Withering Precision – moved to master tier, recharge increased to 25 seconds
Terror – moved to grandmaster tier
Gluttony – reduced to 5%
whee, might out the kitten
Why are you changing Training of the Master instead of the minions themselves? This change would imply that you’re trying to make MM building more varied. Is that what you’re trying to do?
I remember them saying that Withering Precision was basically worthless. I’d personally rather its duration and CD were knocked down really low, so high precision with it is actually desirable.
Aren’t they already planning on moving Terror to Grandmaster? At any rate, it’d be a good idea, but with no changes to Dhuumfire this would severely upset condi necro balancing.
Gluttony used to be 5%. It was rubbish. Barely noticable. If you’re gonna change anything here, change Last Gasp.
i’d like to see minions not exploding when you get moa’ed
would be nice
…mhh. In case you don’t know every tranformation effect stove pets, destroy illusions… and naturally kill minions. Don’t see why should be different with minions master…
In case you knew it, deadpan isn’t the best way to contribute to this thread.
Strike one Sarrs.
I’m aware, but this is a thread about necromancers, and Moa Morph is the only ability that can force another player to transform. If this was a guardian thread and Spirit Weapons were actually worthwhile, I’d be saying the exact same thing there. Plague and Lich no longer popping your minions would be a nice side bonus; it’s not an intended mechanic.
I really don’t see a point in writing up an 8-sentence paragraph on why Moa shouldn’t kill necromancer minions when it’s obvious enough without it.
“Strike one”? Pull your head out.
(edited by Sarrs.4831)
i’d like to see minions not exploding when you get moa’ed
would be nice
I can’t really think of any systems that I want done or redone, other than dyes account bound, and maybe a way to duplicate Gem Store items. I’d probably buy more armors if you could have as many as you want. Also making Living Story rewards accessible through a similar interface, and give Black Lion Chests better stuff particularly for the weapon tickets (I have literally never seen a single one being used, which is the biggest shame considering how perfect some of them are) but that might be pushing the bounds of the topic.
Really, all I want is more stuff. More armor and more skins which are more practical to use, more heal/utility/elite skills, more weapon:class combinations with skills to go with them. These have gigantic benefits for the health of every aspect of the game.
Actually, now that I think about it, trait templates would be super duper nice.
Otherwise a simple answer of “Were looking into this” or “We have no intent of bringing Giver to Ascended” would go a really long way.
They specifically excluded it with the initial release. I wouldn’t really get my hopes up, if I were you. I’m inclined to say that they think the duration bonuses are OP. For what it’s worth, I’m inclined to agree with them, at least for weapons; Condi Duration is incredibly strong for what it costs.
Question about this, I think it’s Rabid armor set, does precision affect condition damage? Why put precision on with condi damage?
Precision does not directly grant any condition power, but there are a lot of effects which cause a condition on crit.
Should just be the same cost as fine transmute stones, considering they’re just as capable of extraction.
Really, this item looks like it’s 100% pinned on Ascended gear. Not surprised that they’d make such a gouge on it.
Leaving one support-oriented player in the camp is enough to ward away plenty of enemies. =/ Camps do not need to be made stronger.