It’s pretty obvious, and nobody’s impressed.
It’s pretty obvious, and nobody’s impressed.
Couldn’t they at least have made dark path an instant teleport before mucking with its range? It’s useless enough as is with how easy it is to dodge. With some kind of compensation to our mobility and overall survivability these changes wouldn’t have been nearly as difficult to swallow but right now all I see here is pure, unadulterated doom.
How often were people actually hitting Dark Path from over 1200 range? It’s a nerf to an extremely rare case, imo.
It’s pretty obvious, and nobody’s impressed.
I think that screenshot is hilarious, but I don’t get why I’m supposed to be all “BAD DESIGN ALERT” about it. The only thing I can think of is the 5 target limit for AoEs interfering?
It’s pretty obvious, and nobody’s impressed.
I’ll be interested to see how the Spectral Armor change works out. It’s a buff if you’re getting hit less than 3 times a second. That changes the use case slightly, but it still has one. I’m also curious about the ‘taking more damage than intended while in Death Shroud’ bug: was that the % rounding people were insisting on? I never really noticed it myself.
Edit: Terror nerf was acceptable, considering how fear application has been buffed, burning technically is available to a necromancer now and DS’ torment. Would have rather they changed Dhuumfire, but there’s a case to be made that terror needed that change anyways.
Edit2: Oh yeah! Shadow Fiend’s active is now an ersatz heal / tanking maneuver! That’s pretty cool.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
So it looks like they’re going to commit to Fear being a condition, not a ‘stun’ (or both). Good times?
It’s pretty obvious, and nobody’s impressed.
The Vampiric trait has a healing power ratio, it’s very low (Something like 0.005?), but none of the other siphoning traits have a ratio with healing power. Skills that siphon by default (Dagger 2, Spear 3, Downed 1, Signet of the Locust, and I think that’s all of them?) also have a healing power ratio.
It’s pretty obvious, and nobody’s impressed.
What skills do thieves have for 100% uptime on weakness?
They don’t, anymore. [Mad cackling]
Anyways, I’d bet on nerfs to Necro weakness application, possibly a shift to making their weakness come in smaller (but slightly more frequent?) durations. I’m thinking of withering precision (Still mad about the change they made there) and corrosive poison cloud specifically. I expect enfeebling blood / shroud to get hit with no specific compensation.
Honestly I thought a lot of the weakness application nerfs were going to be applied in the same patch that buffed the condition, so I’m not too surprised to hear they might just get around to it.
Edit: Oh wait, we’re talking about the SotG from three weeks ago or so? Then take my predictions with a few extra grains of salt, I thought there had been another one I just missed or something.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I really don’t see how a dueling challenge, bizarre as it might have been since you just asked me what server I was on with zero context as a way to start the conversation, has to do with the authenticity of a bug.
That said, this thread is starting to hit critical mass, so I’ll probably bow out and keep my eyes open for future threads describing bugs.
It’s pretty obvious, and nobody’s impressed.
exactly…CND after throw hairs(feathers) skill? who does that.
Apparently, you do.
Cropped to the relevant moment for your viewing convenience.
It’s pretty obvious, and nobody’s impressed.
It won’t cleave either because it’s a ranged weapon. There is no such thing as a 600 range cone cleave area in the game, they won’t invent it for the necro axe.
Actually Necro axe is the only 600 range weapon in the game with single target auto-attack, the only option for cleave we have is axe #3. Ranger axe is 900 range with every attack being aoe/cleave
do people even read the posts they reply to?
It’s pretty obvious, and nobody’s impressed.
Oh hey, this thread again. I was going to put in my usual suggestion, but this guy
I could see Mace being added, just because it’s seems pretty common in fantasy for casters to carry if they have to have a melee weapon.
I may come up with some ideas for skills later, eh. They probably wouldn’t be good ones. I’m not the best at seeing what’s balanced and what’s not.
beat me to it. Mace for Necro 2013 nvr 4get other catchphrases.
It’s pretty obvious, and nobody’s impressed.
I’d really like to see more elite skills on almost all professions that have a cooldown of less than a minute. I didn’t play GW1, but it’s intriguing to me to look back and see how elites tended to be build-defining, but could have interesting play without a two minute cool down.
It’s pretty obvious, and nobody’s impressed.
Adnul definitely has advantages over human players, but he’s very beatable. As someone posted, you can count his drinks to get a feel for when he’ll next use belch – iirc, he tends to use it either right when its available or the turn after. If you’re in critique you can try and time your forced drink to block it. The same goes for his water, although I think he prioritizes belching over water. If you start actively counting, you’ll be able to get at least 50% accuracy on predicting his belches and water, which is really important since you need to punish every water.
And if you haven’t it yet, take Boast. You’re almost guaranteed to take 3 drinks over the course of the match: might as well make them hurt less.
EDIT: If at the start of a match he’s blocking bluff without critique up, just forfeit and start over. It’s a really annoying bug, but your next match should start with you able to bluff.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Also possible people have wised up and geared for +condition duration since it directly counters -condition duration. Metas will be metas…
Since when was 5000% +condition duration available? That’s what you’d need to counter 98% -duration. Should be obvious how broken additive stacking is…l2gamemechanics ArenaNet kitten .
That’s actually not how the condition duration statistics interact! I don’t blame you for thinking it is though, since that is an oft-repeated myth on this forum.
Both condition duration modifiers interfere with one another additively (I think that’s the right term?) So, for example, if someone with +40% condition duration applies a 10s chill (base duration) to someone with -98% condition duration, the chill applied will be 10s * (1 + 0.40 – 0.98) for a 4.2s chill. Not nearly as severe as it would have been without defensive measures, but still noticeable.
For evidence, let me refer you to this thread.
Edit: Silly me, Leo G was already talking about this.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
@softspoken….. jesus ok listen…..when we are playing and CND we HEAR it hit the oppnent and no stealth…or insta reveal…..no whether that is what is happening or not i dont know! the video comes out different than we see it on the game. its not 100% of the time but a decent enough proportion to make a complaint.
Whenever someone says “it doesn’t work sometimes” I replace it with “there are circumstances altering its behavior that I might not have noticed” until they can give me a specific, repeatable scenario, or a video such that I can examine the behavior. Otherwise I can end up wasting hours using CnD in various contexts and never find anything.
Edit: Implying number of hours played is what counts.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
what you are seeing in a video is not what we are seeing while playing.
Then why did you bother linking the video at all?
Seriously, I’d love to see any video clips of C&D not proccing stealth when it should, but all we’ve got right now is “It doesn’t work sometimes, fix it” which is kind of suspect when other people are seeing it work constantly and consistently.
Also, this:
if need be ill show you videos from 2 weeks ago that are quite contrary to what u are seeing here. hell i didnt even think it could have been lag until i saw the playback. the playback is different bc its a constant flow of information which is recorded as it comes thru even tho we send/recieve it a little differently while playing. when a video recording program records something it attaches to the “window” or “program” of your choosing. You might think it attaches to your screen information and whatever you see on your screen is what the camera records….although it may lag while playing the camera recorder is still getting an even flow of information and recording it as the order of action …..which is different from what the screen actually shows. Basically if you record guild wars and go afk dancing then press the windows logo or go to home screen and minimize GW2 and go play poker online….the recorder will still be recording the game and everythign that happens there…. even tho your poker game is playing it wont be viewed on the playback. it literally attaches to the program.
has jack all to do with anything.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I may be a minority, but I always wished the elementalist had a bow option. I’d love to use a longbow on my ele.
I can really see this working, to be honest. 1200 range weapon, less AoE focused than staff, and I think longbow is only available on two professions right now.
It’s pretty obvious, and nobody’s impressed.
I’ve been thinking about it, and the comparison to thief players and skritt is actually pretty apt. Not because thieves be stealin’ or anything, but more in a general forum sense. Really it could apply to any build-focused forum.
On the forum, a lot of people bring a lot of ideas forward which are rapidly examined / attacked / refined by others, until the more generally liked or successful builds emerge. That’s how skritt work: a lot of (relatively) simple minds working on the same problem until they reach a solution or consensus.
Skritt are probably faster though.
It’s pretty obvious, and nobody’s impressed.
While you’re probably not going to focus down a specific player and drop them yourself or anything, you can contribute conditions and damage across multiple targets, which sounds helpful to me.
I mean, it’d probably be more dramatically helpful if you could dash in, murder someone, and warp back out without getting gibbed yourself, but us mortals like to contribute as well.
It’s pretty obvious, and nobody’s impressed.
Bumping. Nobody cares that this GM trait isn’t worth it?
Yes, but the topic is pretty much settled.
It’s pretty obvious, and nobody’s impressed.
All I can say is necro weapons are terrible designed.
Necro scepter may be the best loved scepter skill sets in the game for any class. They are not all badly designed.
inb4 “But Feast of Corruption is pure direct damage on a condition weapon!”
It’s pretty obvious, and nobody’s impressed.
I’m distinctly interested in the possibility of new skills & traits. Even more so if they follow up on an idea that was scrapped before release: specific skill challenges, like those currently used to get generic skill points, that will unlock a particular trait / utility for a particular class.
I understand why they didn’t do it originally: the idea of a thief being forced to complete a specific challenge in a 60 zone, or even a challenge in a level 20 zone nowhere near their racial starting point, just to learn smokescreen or something was problematic. But now they’ve proven that the base skill system can provide a solid foundation, so adding in specifikittentle extras as late-game progression seems more feasible.
It’s pretty obvious, and nobody’s impressed.
I’m still trying to figure out why you never hear this demand made on Guardian forums regarding spirit weapons. Is it just a lack of popularity?
It’s pretty obvious, and nobody’s impressed.
How do other condition damage classes achieve such high burst with conditions? Is it bleed alone? Does our condition damage suck because it is “just” burning, or are we missing a crucial aspect to our game play to make conditions good.
I don’t think giving guardians bleed will answer our condition damage dilemma, but I don’t know why burning is so bad for us if it is so good on paper.
I’m not particularly qualified to say this, but I think that a condition necromancer could/can maintain about 7 stacks of bleeding and a poison stack quite comfortably, alongside some other non-damaging conditions. (Even before the latest patch) then when the opportunity arose, they could ‘burst’ their target either with more bleeds they’ve been holding in reserve, or fear. The point here is, necromancers appropriately built for conditions were maintaining the same level of condition damage (to a single target) that a guardian does at peak.
A thief with some condition duration and a pistol / dagger can maintain at least 8 bleeds, and taking a few traits / utilities can add poison to that equation. A D/D thief would maintain a lot more, 12 or 15 at least, and neither of those scenarios involve Caltrops, which adds burst potential or just a higher bleed floor.
So what I’m saying is: builds that focus heavily on conditions / condition damage tend to do a lot more damage at baseline than what permanent burning can do for a guardian. I honestly think adding bleed options to at least one guardian weapon would be an acceptable solution. Although I suspect that would annoy just as many people as it would appease.
It’s pretty obvious, and nobody’s impressed.
Six. Four 80s, two up-and-coming. No warrior or engineer (although Engineer will probably be my 7th if I ever want to start another character.)
It’s pretty obvious, and nobody’s impressed.
Alright, redoing my calculations, I found an error in my first attempt: I basically made up the crit multiplier * power thing on the spot, and it was closer to approximating the damage difference than giving me how much power I’d need to add to keep them the same. What I actually should have pursued is something like:
- (916 + x) * 1.5 = 916 * (1.5 + y)
with x being bonus power, and y being bonus crit damage (as a decimal! So 10% would be 0.10).
Solving this I find that, at 916 base power and 100% crit chance (again, a very unlikely/impossible scenario, but w/e) Adding 1% crit damage is equivalent to adding 6.1 power.
Damage formula for 100% crit chance:
(base power + bonus power) * weapon strength * skill coefficient / armor * (1.5 + bonus crit damage)
(p + x) * w * s / a * (1.5 + c) = D
We assume two scenarios, {x=0, c=c} and {x=x, c=0} where they both calculate to an identical value of D. Thus
(p + 0) * w * s / a * (1.5 + c) = (p + x) * w * s / a * (1.5 + 0)
Which simplifies down to
p * (1.5 + c) = (p + x) * 1.5
Substitute in 916 for base power and you’re set.
It’s pretty obvious, and nobody’s impressed.
It’s a very powerful effect, with a very dangerous requirement. The sort of thing I’d like to see more of, to be honest.
It’s pretty obvious, and nobody’s impressed.
Do you think a Celestial gear set could work in a Unicorn / Death Blossom & Signet of Malice style build? You’d actually be making use of the condition damage, healing power and toughness that way, and you still have access to backstab & heartseeker for pure direct damage situations.
All around though, I’m worried celestial’s only going to be good for a MF set.
It’s pretty obvious, and nobody’s impressed.
lets count how many stacks of other conditions is needed to have same dmg as from burning.
and then lets count how easilly we can have 100% burning uptime on enemies and how difficult they have to keep these stacks on us….
5-6 stacks of bleeding, depending on how much condition damage is involved.
Edit: No idea why I thought it was as low kitten or 6. As Obtena points out just below, it’s 7-8 stacks for bleed to out-do burning. (7 stacks once you hit a respectable amount of condition damage.)
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I’m honestly seeing Chairman Mao in the second one
I don’t know how to feel about this
It’s pretty obvious, and nobody’s impressed.
Is crit damage multiplied in the damage formula or at the end?
I was just trying to figure for fun the amount of power needed to match having 150% crit damage (base 50% + 100% boost).
Since everything is multiplicative, it actually doesn’t matter when you multiply it in!
It’s pretty obvious, and nobody’s impressed.
If you’ve got 916 power and 100% crit chance, then 1% crit damage would change your effective power from 1.50 * 916 to 1.51 * 916, so (1.51*916 – 1.50*916) or 916(0.01). So it’d be 9 power.
You would also have the most screwed up build I had yet encountered, but that’s a different point entirely.
Edit: This is wrong and misleading. Not sure what I was thinking, sorry. See below for better stuff.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
The greatest fault , in mechanics, for this Terror is the way bleeding stacks work.
-Will the game "know"which stacks are ours for how terror will work?
Interestingly, the game does know which stacks are yours – that’s how might stacks can change the damage of bleeds you’ve already applied.
It’s pretty obvious, and nobody’s impressed.
I do not know if anyone has posted this;
Well of Suffering tooltip states 7 hits but is only hitting 6 times.
So it is. The duration is wrong too: it lasts 5 seconds, just like all the other wells.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
http://wiki.guildwars2.com/wiki/Precise_Strikes
http://wiki.guildwars2.com/wiki/Barbed_Precision
Compare. Hint: look at the duration
Besides, traits are not suppose to be mirrors of other classes.
Twice the chance to apply with only 1 second less duration. I don’t see the trade off.
… What the fractal?
I am 90% certain that Barbed Precision is a 1 second base duration bleed, not 2 seconds.
Edit: Wow. Woooooooooooow. Stealth buff of a god kitten century right there.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
As much as I love the idea of using bleed stacks you have applied as a heal somehow, I really don’t think Fear/Terror fits as the trigger mechanism.
It’s pretty obvious, and nobody’s impressed.
Crucible kind of slaps you in the face the first time (or three times) you run it.
It does get better though, as you figure out how to deal with Alpha’s attacks and some of the more damage-heavy intermediate fights.
It’s pretty obvious, and nobody’s impressed.
There’s a precedent for on-dodge traits applying effects similar to, but not the same strength as weapon skills. Evasive Arcana’s version of churning earth for the elementalist, for example, as well as uncatchable’s take on caltrops for the thief.
So I suspect it was toned down because it’s applied on dodge.
All that said, I don’t know. It could be a bug, since tooltips are rather vague about what effects are applied by traits, but it could also be a fully intended balancing measure.
It’s pretty obvious, and nobody’s impressed.
Are people actually going to complain about ranged attacks that aren’t hard countered by reflection?
It’s pretty obvious, and nobody’s impressed.
I can get the complaint about Sentinel / Azurite equipment, since azurite was restricted to start and then became impossible to generate shortly thereafter. But quartz is an entirely different ballgame. There’s going to be piles of people that continue to harvest quartz long after the event ends – it’ll probably be slightly expensive compared to other gemstones, but there will be a stable supply of it.
As for Giver’s… Well, I think the weapons might have been useful in niche circumstances, but were the armor / trinkets ever worth investing in?
It’s pretty obvious, and nobody’s impressed.
It still kind of bugs me that bleed turns into vigor and vice versa. I mean really the opposite of vigor (Doubled endurance recovery) is weakness (Halved endurance recovery), and the opposite of bleeding (Direct damage over time) would be regeneration (Direct healing over time).
As to the thread: I think it’s as simple as the addition of dhuumfire & torment making “burst” condition damage too plausible / viable on the Necromancer, who was already able to do it somewhat with Terror. And really, I don’t think ANet wants players to be able to apply that much condition damage that quickly and single-handedly.
It’s pretty obvious, and nobody’s impressed.
1. Using active still effectively puts it on full cooldown. kitten ed if you do and kitten ed if don’t.
2. Flesh wurm uses ground targeting for placement. I’d so abuse it in capricorn if I could use it. But I can’t… Hell even in fractals for a bit that there is I’d have used it over bone minions or shadow fiend. Plenty of places to put it. What I want from it 90% of the time is gtfo button… the other 10% is boss fights where I can stick it away from aoe and let it sit and dps but that isn’t always possible.
The change wasn’t about saving someone a cooldown, it was about letting people get minions back to full without slotting the skill in & out again. That a necro doesn’t have to wait for a cooldown for those two minions is just a nice buff.
Yes, that would be the clever usage of it in an underwater environment. You asked why it couldn’t be used underwater though, and I’m sure that ANet’s paradigm of “Ground targeted -> not usable underwater” (based on the availability of utilities for multiple professions) is the reason why.
I was thinking of making a post about these exact topics as well.
ALL minions need out of combat regen, their AI is still crap (2 auto attack hits before they attack is not an improvement) and send the Flesh Golem to therapy so he can FINALLY get rid of his water phobia.
I thought it was pretty obvious why blood fiend / bone minions / flesh wurm didn’t get out-of-combat regeneration. The active skills of those minions sacrifice them. If you want to ‘clean up’ after a fight and start fresh, you can just kill them off the normal way, rather than having to fiddle with the UI via switching utilities in and out.
Try playing Minion necro then. If you leave one fight and go in another last thing you need is a Blood Fiend about to die leaving you with no heal. Saying “kill them and wait” is pretty redundant. In pve, specially dungeons, you don’t have time to just stand still and wait 20 secs till it comes back up. In pvp or wvw even less. Keep in mind that it has a 1 1/2 sec cast time and it’s ment as a sustained heal. The activated heal is just way too low. It should have the out of combat regen, there’s no way you can heal them yourself viably (unlike in gw1 where Minion Master did some actual mastering).
I want Flesh Golem to get over it’s hydrophobia too. :c But I’m pretty sure minions react to the first attack now. (It changed again recently, and given that nobody’s really complained, it’ll likely stay that way.)
If we’re talking PvE dungeons, I have enough time to sacrifice the blood fiend between major fights. If we’re concerned about speed, then I go without for any trash clearing / skipping that we do, and if we’re concerned about speed we’d better be able to do that without my blood fiend out. So generally, I can bring it back up in time for any midbosses we have to clear.
PvP or WvW though, you have a point, since fights are a lot less predictable in those formats. Honestly I think of it as a counterplay to minion masters: even if you don’t kill their minions completely, at least you can leave some lasting damage. Still, I suppose there’s enough disparity there between necromancers and other professions to be a potential issue.
It’s pretty obvious, and nobody’s impressed.
I thought it was pretty obvious why blood fiend / bone minions / flesh wurm didn’t get out-of-combat regeneration. The active skills of those minions sacrifice them. If you want to ‘clean up’ after a fight and start fresh, you can just kill them off the normal way, rather than having to fiddle with the UI via switching utilities in and out.
Edit: Regarding underwater – I’ll admit, I think they should have made Flesh Golem useable underwater. Maybe someday, but every time ANet updates underwater combat the forums kitten and moan about how nobody likes underwater combat. So it’s kind of a “kitten ed if you do, kitten ed if you don’t” there, since the work doesn’t seem to be appreciated.
Flesh wurm isn’t useable underwater because it’s a ground-targeted skill. There are incredibly few ground-targeted skills available underwater, I think Signet of Undeath got an exception because it’s still useable for the passive buff.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
They need to remove this stupid auto attack chain completely (how many of you get to third attack instead of swapping to another weapon or using all your other skills available or dodging?).
Dodging doesn’t reset chain skills.
On top of that, Scepter 1 for mesmer is unique in that it doesn’t reset if you use a different skill in between steps. Confusing Images is a bit too long to fit in between attacks, I think, but I know you can use illusionary counter in the middle without interrupting your chain.
i never said dodging does. What i meant is do other stuff instead of pulling the whole crappy chain. Skills on scepter takes ages to cast so by the time they’re all used, your weapon swap will be available and there’s no point of spamming scepter crappy autos.
My apologies then. I thought you were implying it was difficult to get to the third attack of the chain, rather than saying that you could fill the 10s weapon swap with other actions rather than using the 1 chain.
It’s pretty obvious, and nobody’s impressed.
They need to remove this stupid auto attack chain completely (how many of you get to third attack instead of swapping to another weapon or using all your other skills available or dodging?).
Dodging doesn’t reset chain skills.
On top of that, Scepter 1 for mesmer is unique in that it doesn’t reset if you use a different skill in between steps. Confusing Images is a bit too long to fit in between attacks, I think, but I know you can use illusionary counter in the middle without interrupting your chain.
It’s pretty obvious, and nobody’s impressed.
Hm. I’m surprised to hear it’s cross-profession, but you’re probably correct in your analysis.
It’s pretty obvious, and nobody’s impressed.
The scepter clones need to DO something, that much is clear. I always had an idea for scepter, but it’s admittedly kind of crazy. Bear with me
What if, like all the other clone abilities, the scepter clones used an auto-attack that worked exactly the same as the original? Or in other words, clones would be able to create more clones. This would still not go beyond the original three, and when clones created more they would overwrite each other just as the player already does. It would basically make the scepter in to a clone factory, and would be a lot of fun in my opinion.
I really love this idea, and think it could provide some interesting gameplay, especially with things like Clone Death traits.
It’s pretty obvious, and nobody’s impressed.
This apparently only happens when I’m on staff. Testing this further, this doesn’t occur to me when I’m on scepter, dagger or axe.
I wonder if it’s related to the way that staff marks go on full cooldown if interrupted while casting?
Edit: I think I found it. Staff + Fast-cast ground targeting and I can reproduce it every time. I highly encourage anyone interested to switch their fast-cast setting and see if it changes when the bug occurs.
Edit2: This is almost certainly caused by the way that staff inappropriately puts skills on recharge when interrupted. It’s just bizarre that it’s transferring the ‘go on recharge’ part to Doom, but it may be some glitch involving Doom’s instant cast nature.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
You know that ANet would manage to screw that up so that ANY burning caused by the necro would make it so Terror couldn’t proc (such as a friendly Guardian’s Virtue of Justice or a Charrzoka).
You know, I wish they could just literally prevent us from taking two traits at the same time. Like, equip Dhuumfire withTerror equipped, and vice versa.
They can, by making both traits grandmaster in the same line. [/tempting fate]
It’s pretty obvious, and nobody’s impressed.
Thank you for that PSA. I was already considering a catcher for one of my characters, and will probably just grab it from the AH now that I know.
It’s pretty obvious, and nobody’s impressed.