Showing Posts For Solzero.5380:

Creating balance

in PvP

Posted by: Solzero.5380

Solzero.5380

I’m going to use Warrior as reference since its the profession i’m most familiar with even tho I’ve played with all professions, and please bare with my English
First I would eliminate most of the passive play and create more counter play by making more skills telegraphed. Sigils would not activate on auto attacks but instead you could assign the sigil to go on a specific skill slot and make it activate only when you use that skill. Example, fire sigil on Final Thrust and when Final Thrust hits, the fire sigil would activate. This being said I would’t be able to put fire and air on a same weapon or weapon skill unless its a 2h weapon. For example, Main hand sword and off hand shield, fire sigil on main hand sword put on Final Thrust and air sigil on off hand shield shield bash, and for 2h Greatsword I would be able to put fire and air sigil on Rush. As for runes I’m going to use vampire runes as an example of how I would balance most of the runes as an attempt to eliminate the % chance procs and unwanted (when under 25% hp procs) I’m trying to promote more active play and have more control of what skills they want to use and when to use them.
Vampire rune
1-25 power,
2-10hp gain on hit,
3-50 power,
4-After using a healing skill your next attack steals health,
5-100 power,
6-AoE leech when using an elite skill.

Build diversity!
I would individualize traits in order to create more build diversity, also it makes it easier to balance skills and traits individually instead of ruining a whole line because of kitteneless trait.
For build diversity I would divide each traits in categories and each trait would require a point in which every player is given 12 points to use. The following being Offensive, Defensive, Utility, Support and Passive. Also heals, utilities, elites and weapons skills would be divided in a different categories.
again i’m going to be using warrior as reference and not all traits skills etc are going to be listed these are all just examples some traits that are too passive I left out (Defy pain, shrug it off as an example).

Traits
-Offensive traits
Reckless dodge, precise strikes, body blow, rendering strikes, distracting strikes, furious.
Defensive traits
Restorative strength, dogged march, cleansing ire, rousing resilience, brawlers recovery.
-Utility traits
Building momentum, death from above, warrior’s sprint, versatile rage, fast hand.
-Support traits
Reviver’s might, empower allies, phalanx strength
-Passive
Great fortitude, armored attack, adrenal health, versatile power, stick and move, blood lust, unsuspecting foe, cull the weak, destruction of the empowered berserker’s power, burst precision.

Weapon Master (1h mainhand and 2h weapons require 2 points and off hand weapons 1 point you are given 8 weapon points to use)
-Sword
20% recharge (2pts) 10% critical change (2pts) Final Thrust unblockable (2pts) Riposte last 5 sec (2pts)
-Greatsword
20% recharge (2pts) 10% damage increase (2pts) 100 blade reflects projectiles (2pts) Rush stuns for 1 sec (2pts)
-Shield
20% recharge (1pt) +500 armor (1pt) reflect projectile on block (1pt) gain might on block (1pt)
Now for Core specialization in which you are given 4 points to use.
-Signets
20% recharge (1pt) 5% precision for each signet equipped (1pt) maintain passive on signet after they are used (1pt) 5 stacks of might when using a signet (1pt)
-Shouts
20% recharge (1pt) 5 adrenaline gain when using a shout (1pt) shouts heal (1pt) shouts clear a condition (1pt)

So in conclusion you get 12 points for traits, 8 points for weapon mastery and 4 points for core specialization for a total of 24 points to allocate.

This is by far perfect but I strongly believe that It would be a step in the right direction. Individualizing traits an skills make it easier to add or take away in order to balance the game more effectively. Well I can go all day with all the profession and so forth but this is just an example of how I would try to balance the game in order to make it more skill based and diverse. I would love to hear you guys opinion.

What if you fail? You will. Then, you move on.

Creating balance

in PvP

Posted by: Solzero.5380

Solzero.5380

1.Make all condition stack in duration.
2.Conditions on auto attack need to go
3.Make condition function like direct damage over time.
Damage from conditions would scale individually from a player. Just like how direct direct damage works but instead it would gain intensity from the condition damage status. So lets say I applied a burn but I’m running with condition damage gear so my burn would deal “700 damage per sec” but someone else is burning the same mob but he is running zerker gear thus only doing “200 damage per sec” through burns. That being said the game would read each dot as a separate damage (it would be like doing direct damage but over time).
4.Change how certain conditions work.
Bleeds – Damages when you move or and attack. (Combination of Torment and confusion)
Torment – Removed from the game (imo Torment doesn’t really make any sense)
Confusion – Alters character movement
Burn – unchanged
Poison – unchanged
Fear – unchanged
Chill – unchanged
Blind – unchanged
Weakness – unchanged but effect would also affect condition damage
Cripple – uncertain (not so sure about this one Slow and Chill are more than enough snares…)
Slow – unchanged
Vulnerability – unchanged, would also affect condition damage
Immobilized – unchanged.

The math around these condition would obviously change in order to make condition build more viable since only a few conditions would be dots. And some classes access to certain conditions would be altered, like giving Mesmer bleeds instead of torment.

What if you fail? You will. Then, you move on.

2400 Gems for HoT deluxe....

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Posted by: Solzero.5380

Solzero.5380

If that’s the case, thank you for sorting that out for me.

What if you fail? You will. Then, you move on.

2400 Gems for HoT deluxe....

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Posted by: Solzero.5380

Solzero.5380

So you are telling me that if someone doesn’t have the expansion and wanted to upgrade to deluxe, he would have to buy the expansion then the upgrade for 2400gems?

What if you fail? You will. Then, you move on.

2400 Gems for HoT deluxe....

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Posted by: Solzero.5380

Solzero.5380

I already had the base game (2yrs) I don’t care cor beta access or a tittle or extra character slot. All I wanted the expansion so instead of paying the $100 I paid I would’ve only paid roughly $30.

What if you fail? You will. Then, you move on.

2400 Gems for HoT deluxe....

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Posted by: Solzero.5380

Solzero.5380

Like the tittle says. HoT can now be bought with 2400 Gems. This leaves a bitter taste in my mouth since I already bought Ultimate for myself and deluxe for my wife.

What if you fail? You will. Then, you move on.

Bleeds and Burns

in Guild Wars 2 Discussion

Posted by: Solzero.5380

Solzero.5380

That would make me chose burn over bleed which I would consider bad game design. Like I said, every condi has a perk or counter-play. Chills put your skills on cooldown when confused – don’t attack. When taunted don’t move, and so on.

Your argument really doesn’t work. Chills, other than Reaper, do no damage. Confusion is getting reworked to do damage over time in addition to reworked damage per attack. So even holding back on attacking doesn’t prevent all damage. And Taunt is a CC. You don’t have a choice, you walk to the person that taunted you and just autoattack.

If you want to compare burns and bleeds, do it to other DoTs, like confusion, torment, and poison. And doing that, it works. Bleeds are super easy to apply and should stack really high, really quick. Meaning bleeds will do decent damage. Burns, while harder to apply and likely end up having much smaller stacks, will do more comparative damage. But keeping the stack high will be harder, so the consistant damage will be on par. Poison is fairly easy to apply and has the health reduction on it, so likely it will end up stacking as high as bleeds, but do less damage since it has the healing reduction built in.

Overall, it will be reasonably balanced, pending seeing the code working on the live game. We don’t know the specific formulae, but if we go by Arenanet’s word things should work out to be mostly equal.

What I meant is that every condition has a mechanic behind it, While burn and bleeds are going to be just dots.

What if you fail? You will. Then, you move on.

Bleeds and Burns

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Posted by: Solzero.5380

Solzero.5380

That would make me chose burn over bleed which I would consider bad game design. Like I said, every condi has a perk or counter-play. Chills put your skills on cooldown when confused – don’t attack. When tormented don’t move, and so forth.

What if you fail? You will. Then, you move on.

(edited by Solzero.5380)

Bleeds and Burns

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Posted by: Solzero.5380

Solzero.5380

So what’s the real difference now that both burning and bleeding dots will be stacking in intensity? Unlike poison that reduces healing or Torment that scales while moving.

What if you fail? You will. Then, you move on.

(edited by Solzero.5380)

Latency/Lag for EU Players? [merged]

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Posted by: Solzero.5380

Solzero.5380

Can’t even play horrible lag mostly in pvp servers NA player. Been experiencing this for the past 3 weeks…

What if you fail? You will. Then, you move on.

11K dmg eviscerate

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Posted by: Solzero.5380

Solzero.5380

Seems I’ve gathered all gw2 warrior community here…… Instead of telling me^^ learn to play^^ YOU should tell yourselves :

LEARN NOT TO PLAY AN OVERPOWERED CLASS

Anet should nerf istantly eviscerate for gw2 playerbase sake.
I repeat I just want to play a balanced game.
I don’ want any kind of advantage or disavantage. Eviscerate is OP admit it warriors

LOL this guy! Had a good laugh going to give him that. Warrior is easy to pick up but hard to master. L2P

PS: Anet should give 100b a reflect that would make pew pews rage quit (Feels like a Jedi)

What if you fail? You will. Then, you move on.

True Action

in Warrior

Posted by: Solzero.5380

Solzero.5380

http://gw2skills.net/editor/?fJAQJARSjMd02ZhHWdwJagjgC7p3B2CA1ZRX08A-TpBCwAAOCAYuAAZeAA+2fQcZgLHCAA

This is a build I made and that I’m currently enjoying a lot.
My main focus was to make it feel like I’m playing an action game. I also wanted to feel involved while fighting thus my choice of physical utilities.

Things I do to make it more challenging and enjoyable.
-Disabled any type of auto targeting (I do not target lock my enemies).
-I use rush only for escape/movement purposes (Kind of like a dash).

Changes to builds.
-As for amulets, I either use Knight (For burst counter), Berserker (For bust damage) or Soldiers (For the high hp pool to counter conditions). Reason I prefer Soldier is because its all raw damage and I don’t need to rely on critical damage.
-For runes I either use Hoelbrack if I want to play offensively or Melandru if defensively.
-Utilities sometimes change signet of stamina for dolyak. I use signet of stamina most often for the extra dodges combined with the energy sigil an the minor trait (Building momentum) generates a hell lot of dodges (Also giving it that action sense to it).
-As for sigils, I use fire and air if I’m running with Berserker or Knights amulet (For the extra damage).

Disclaimer: this build was only created for recreational purposes. I was getting tired of all the meta builds and decided to spice my gameplaly a little.

What if you fail? You will. Then, you move on.

Please fix 4v5's

in PvP

Posted by: Solzero.5380

Solzero.5380

In my opinion they should randomize hot joins. As soon as you hit “play now” you would be redirected to a map and a message would pop up asking you if you would like to join the match. Teams will be hidden so will lvls so as soon as you hit join the match you would be joining a random team with random player (the whole purpose of hot join)
also if you quit a match a penalty would be applied.

What if you fail? You will. Then, you move on.

Conditions are Ridiculous

in PvP

Posted by: Solzero.5380

Solzero.5380

Well my real problem is that I have no control over what condition I’m cleaning. A net should implement an option in which you could chose what condition you prefer to cleanse first. For example you enable clean bleeds first then burns then poison and on and on. They could put this option in combat on the option window.

What if you fail? You will. Then, you move on.

Conditions are Ridiculous

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Posted by: Solzero.5380

Solzero.5380

I totally agree with Kolly! and Thank you Magister for an accurate and very simple explanation and anyone who thinks condition aren’t a problem is either playing condi himself or plays a profession with high condi removal. Sure I can choose my battles, run away and what not but that’s not how I want to play It’s almost as I’m playing rock paper scissor. Why should I play a class or use weapons I don’t even like just so I can be able to counter or remove a handful of condition that are going to be applied back a couple of seconds later. Looks like I’ll just have to stay away from spvp. (1v1 versus a condi player is manageable but 1v2 and up get’s pretty upsetting).

What if you fail? You will. Then, you move on.

(edited by Solzero.5380)

Conditions are Ridiculous

in PvP

Posted by: Solzero.5380

Solzero.5380

Thx guys for the nice feedback. Well in my opinion they should really tone down the amount or damage output of condition (there are around 12 conditions O.O)

What if you fail? You will. Then, you move on.

Conditions are Ridiculous

in PvP

Posted by: Solzero.5380

Solzero.5380

Yes I learned that on my way. I also learned that Structured PvP is not for me. I’m more of a gladiator arena type of guy. That being said I will follow what you said and just avoid it.

What if you fail? You will. Then, you move on.

Conditions are Ridiculous

in PvP

Posted by: Solzero.5380

Solzero.5380

(Sorry for my English, it’s not my first language) I love PvP but somehow in this game it’s not so much about skill. A condition build can out kill with ease but at the same time remain extremely tanky. Not only that, a condition build can apply conditions constantly while the opponent only having a few means of removing a couple of conditions. In PvP most of the time I find myself being wrecked if getting caught by more than one condition player. I noticed that more and more players are leaning towards condition builds due this reason. Blinds, Chills, Immobilizes, interrupts, stuns, slows, fears, poison fine I understand those are more about control but, bleeds, burns, torment, confusion deal a ton of damage specially if they can be applied almost constantly. That being said I decided to stay away from PvP.

PS: This should be called Pet Wars 2 instead. With all the clones, turrets, spirits, minions and pets can’t even identify what I’m attacking anymore.

What if you fail? You will. Then, you move on.

Post a pic of your character only if your armor is mix-n-match

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Posted by: Solzero.5380

Solzero.5380

This is my Ice and Flame Demon inspired armor combination. Right hand is for wielding an ice blade and the right hand for wielding a flame bow.

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What if you fail? You will. Then, you move on.

Saying goodbye to the limitations.

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Posted by: Solzero.5380

Solzero.5380

I really love this game but I feel gw2 really limits it self (sorry for my English since it’s not my first language) here are some ideas that would really make the
game really fun in MY OPINION. These are just some ideas of the top of my head feel free to elaborate and criticize

Why not make weapon skills universal but keep Professional skills, utility, heals and elite skills unique to every class and make Spears/Tridents usable on ground! on a side note torch is a really bad weapon for example if you use a great sword you will have access to all great sword skills in-game (bundle great swords, conjure weapons etc)
THE ANIMATIONS ARE ALREADY THERE SO IT SHOULDN’T BE THAT MUCH WORK

Weapons skills would be broken up in categories
1 for normal attack/auto attack
2 and 3 for main hand
4 and 5 for off hand

if using a 2 handed weapon
1 for normal attack
2,3,4,5 for weapon skills.

For example
lets say you are using a Sword and pistol mesmer

1 rangers auto attack

2 warriors savage leap
3 guardians flashing blade

4 thief’s black powder
5 mesmer’s phantasmal duelist

Now all this would be complicated for some classes such as elementalist, thiefs and engi’s. Therefore all classes would need to have a type of resource
(like initiative on thief’s) all weapon skill will need a re-evaluation to see whats fit to be put on resource or what needs to be kept on cool-down.

-Warrior- (in my opinion 100 blade should be put on a 100% resource use and instead of giving warrior a burst skill they should be given a rage mode
that when activated resource doesn’t consume) Take away all range weapons and give them the ability to use all melee weapons.

-Rangers- .Option to permanently hide pets
.Give Rangers the ability to use Pistols/Dual Pistols/Rifle and take away the great sword. (For gods sake those are range weapons…)

-Mesmer- .Add dual pistol

-Elementalist- .Improved attunements. Since weapon’s skill will no longer be unique to classes Elementalist attunements will need a reamp. While attuned to Fire-perma fury. Water- perma regen. Earth- perma protection. Lighting- perma vigor.

let me know what other ideas you guys have.

-In order to unlock these skills you would have to successfully lvl a character to lvl 80. Only after you have reached lvl 80 you would have access to the Weapon skills.(Let’s say you make a ranger but already have a lvl 80 guardian, your ranger will have access to all your guardian weapon skills)
-Weapon Skill library could be implemented, also the ability to assign skills to whatever slot you want.
-Bundle weapons skills could be learn by picking up the bundle weapon, thus adding it to your skill Weapon skill library.
-some skills could be acquire via various methods such as events, killing a boss, or buying them off a npc etc.

like I said this is just a brainstorm. I feel the game has so much potential I don’t know why anet limits it so much. (Balancing you say? these are skills already
in-game so it shouldn’t be so hard)

What if you fail? You will. Then, you move on.

Your best looking character.

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Posted by: Solzero.5380

Solzero.5380

My Warrior. I finally got a look I’m happy with.

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What if you fail? You will. Then, you move on.

Your best looking character.

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Posted by: Solzero.5380

Solzero.5380

My Human Warrior

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What if you fail? You will. Then, you move on.