lol if you mess up at any time as a burst class vs another good burst class the fight is over. not so with tanky builds. thought that much was at least obvious.
stats too low lol? when would you ever need more then 3k armor or 29k hp? how is it less diverse. nothing is getting removed. caps don’t make something unplayable, they reduce the totals for all specs. certainly wouldn’t be clunky to me. cant tell you how many times the meta has changed and ive had to buy new armor or runes, only to have to do it again for a different guild. being able to change stats on the fly would be awesome.
I don’t understand how you think removing all aoe caps with out compensating for the increase in targets would not melt the servers. I’m pretty sure it doesn’t work that way.
courtyard – implement rounds, when your team wipes you restart. roster can be in custom arenas shuffled around each restart, but not in unranked/ranked. can spectate teammates when dead. first to (?) wins.
stronghold – instead of running supply, which imo ruins the game mode, you can summon 1 archer and 2 bombers on a 1min timer. both gain more hp and armor vs players. since supply is gone and the middle is sorta empty, add a mortar thing that spawns every couple of minutes that does low damage but has some other effect.
my idea for the mortar is it dazes for 3sec, heals npcs for 1k, and creates a 5sec lightning field that does 500 non critable damage.
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some buff some nerf all feel the good touch
corruption
maniacal persistence – whenever you remove a boon, you remove 1 extra
retribution
improved aggression – moved to gm, whenever you taunt a foe, you also taunt nearby foes 360 radius
unwavering avoidance – 2sec stab 10sec icd
retaliatory evasion – retal 2sec to 4
empowering vengeance – moved to adept, might 8sec to 5
steadfast rejuvenation – 389 per 4sec to 1200
salvation
nourishing roots – 2sec regen+vigor 4sec icd
selfless amplification – whenever you heal yourself (1sec icd), you gain a stack and after 10 stacks you heal the lowest hp ally 600 range 400 heal x 1.5 coefficient
natural abundance – whenever you heal an ally below 33%hp, the effect is doubled
momentary pacification – using an elite skill applies daze in an area around you 360 range 10sec icd 3sec daze (applied before the elite)
invocation
cruel repercussion – when blocked +10% damage on next attack for 5sec 10sec icd
fierce infusion – using a healing skill grants your party fury for 5sec 20sec icd
charged mists – allies you give fury to gain +200 power and condition damage
shrouding mists – while you have less then 50 energy damage to your party is reduced by 10%
devastation
dismantle fortifications – whenever you apply vuln you have a 50% chance to apply 2 extra stacks for 10sec
herald
bolster fortifications – take 1% less damage per boon on you
soothing bastion – reduce shield cd by 20% and can move during crystal hibernation
enhanced bulwark – 5sec stab to 3sec
hammer
aa – 0.95 to 0.8
phase smash – 1.75 to 1.3
drop the hammer – can cast cancel with no e cost
staff
aa – add 0.2 coeff damage to whole chain
punishing sweep+debilitating slam – 4e (energy) each, weakness 3 to 2sec
renewing wave+surge of the mists – 10e each, renew can cast cancel with no e cost
mace
cut all condi duration in half for all skills
add 2 sec cd to #2+3, #3 is a triple blast finisher again
centaur stance
ventaris will – 10e to 5
protective solace – is a stun breaker for you and apply 2sec stab to allies
natural harmony – 10e 4sec cd
purifying essence – grant 1sec protection for each condi removed
dwarf
soothing stone – 30sec cd to 20
forced engagement – condi to 1/2sec 35e to 20 6sec cd
inspiring reinforcement – 20e 15sec cd
vengeful hammers – breaks stun 5sec cd, -7e to -5
demon stance
banish enchantment – 600 range to 1200
unyielding anguish – 600 range to 1200 3 sec duration
assassin stance
riposting shadows+phase traversal – costs 5e less
jade winds – 50e to 40, can cast cancel with no e cost
glint
facet of light+darkness+elements – apply 1sec boon
facet of strength – 12sec boon to 6
chaotic release – 45sec to 30, superspeed 5sec to 3, 2.0 coeff to 1.0
thoughts? concerns? amirite?
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snipples
since most races are represented with no duplicates, I would guess that the next legend will be an asura, charr, or tengu; and based off of your analysis, a character from gw1 eotn.
snipples
I think gutting cleave and lowering the aoe caps on other skills is the way to go. that way lag is improved and smaller groups still have an advantage with their bombs. part of the reason stacking is good is because cleave allows you to hit 3-5 people while probably not getting hit in return. think about it, changing aa’s to target only 1 person would be a huge nerf to hammer trains. if half of them targeted (the closest) one guy who goes down and absorbs a ton of damage via the downed state invuln, instead of that same train downing 3 people, then that would be better imo.
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snipples
most of the time siege is fine.
siege spammers create a stalemate that allows them to compete beyond their physical means, aka putting bodies on the field. until their own ktrain shows up and 1111s.
also for anyone just looking for a fight, seeing someone camping in a tower with 5 sup acs is beyond disheartening. its comical for a second, but that laughter leaves you a little dead inside afterwards.
I think wvw is split between people who want to play siege/pptwars and people who want to play zerg/guildwars.
also I like your convenient percentages.
HoT counters core builds
eyy ooh
@daniel
do you think non corruptive dragon magic exists? in the gw2 universe I mean.
after I typed the question I started digging around and found this:
https://wiki.guildwars.com/wiki/Albax
so if dragon corruption could be an abnormal state, what may be causing it?
THE PLOT THICKENS
also glint is an interesting phenomenon. how I would love to have a nice q&a with her.
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meh
snowman tonic best tonic
cant beat that backwards shuffle lawl
All is vain.
#nvrforget
a lot of people don’t like to be forced to use siege, as siege vs siege is really boring. braindead boring. zombie braindead boring.
there ya go I just explained the point of the thread to ya.
they’ll get even more mad if you don’t attack but buff/heal the guy on your side
if you look close enuf youll see steam coming out of theur ears
nerf
delete
kill them all
snipples
boons per player isn’t the problem. if you nerfed an individuals duration and access you nerf single+small group play by a massive amount. the problem is when a bunch of players spam them over and over with no penalty.
temp
remove frost aura from soothing ice and elemental bastion
buff scepter
zerk
endure pain auto proc 60s to 90, adrenal hp 440 per/s to 200
buff ham
drood
nerf cele #3 and #4 base heal
buff axe
reap
nerf rs#2, chilling victory, chill of death
buff base shroud
gawdy
remove smiters boon
make mace #1 and #2 faster, fix gs #2, remove lb #4 burns triple power dmg, lb #5 make last impact only impact reduce cast time to 1/2s make 1 ring in middle of aoe
teef
nerf unhindered combatant, thrill of crime + bounty theft boon duration
buff sword
engi
remove damage from hammer #4 & 5
buff rifle
chrono
nerf maim disillusioned, delete deja vu
buff power build condi cleanse, sword aa dmg
rev
nerf boon spam
reduce energy costs, buff jalis and centaur
And you cannot gain a property that is not shared in part by the other phases.
All magic is dragon magic, just as all magic is ley magic, just as all magic is mist magic.
if youre making the argument that different types of magic exist everywhere to a minute degree then I can agree to that.
I cant agree to all magic is dragon magic. that’s like saying because entropy exists everywhere all is chaos, which is clearly false. it matters what magic is dominant.
god I hate siege. ruins the game mode.
if siege existed in cs go, it would be like spamming smg that hit everything in a 10 meter radius at sniper rifle distance. behind cover.
“OMG YES we should introduce a mechanic that allows 1 noob to be equal to a guild group of 20!! IDEA GREAT SUCH GUISE!”
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snipples
oh lol then I’m trippin about condi stacks.
if a boon/condi cap was reached then wouldn’t it use less resources since there wouldn’t be anything sent to your player?
no aoe caps would melt the servers lol. there would be tons more calculations to do when taking into consideration the casters power crit damage etc vs some ones armor and -damage %s, as well as modifiers on both sides.
what could help is gutting cleave (aa only hits 1 person), making other weapon skills target 3 people max (cc still 10), and the 5th skill hitting a lot more (20?). I think some weapon skills should be shuffled around. also lower the cap on some utility skills, like wells.
snipples
nerfing boon/condi duration only wouldn’t matter if those stacks could be continually reapplied. the system we have now says that one stack must expire before another can be applied. I propose all stacks must expire, so groups would have to coordinate more. blobs would suffer because they are not as coordinated as guild groups.
snipples
bursting can be brainless but it encourages better play, tanking can be good but encourages bad play.
modifiers rely on stats, so if you nerf the modifier it will require more stats to compensate. that would hurt hybrids by forcing to dump more into a specific stat as opposed to dumping a little.
snipples
snipples
Has nothing to do with stats, which is the funny part.
yes, it does. a pvp condi mes with 1000 condi damage and 0% condi duration is not the same as a condi mes with 2k condi damage with 100% condi duration.
taking a different route…
all you peeps that I quoted, banish the traditional amulet system from your mind for a minute. consider this:
say we get our total amount of attribute points based on what gear we have on. then we can put them into any category we want up to a maximum, maybe in 100 points at a time. so the caps would look something like this:
1500 power, condi damage
1000 for every other stat
perhaps give ascended and legendary bigger bonuses then they already have.
ascended 10% more stats then exotic
legendary 20% more stats then exotic
this would give those players that spent time on getting better gear not just compensation but a big advantage.
caps would not be able to be breached by stats, traits, or food. might works the same.
if modifiers are still out of control after that then take another look at em.
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some things:
- no prof switch at beginning of round
- next season they are upping the games needed to get on the ladderboard to 40, imo might not be high enough do 100
- no prof stacking
- make mmr gain/loss bigger the higher you climb
- make it so you cant lose more then double (maybe triple for t3 legend and above) what you gain
- give extra pips for top stats (someone elses idea), measure per match not per team
- double or triple amount of games needed to get rid of decay to discourage alts taking places in the ladderboard
- rewards get bigger the higher you climb, unranked gives less rewards and less mmr gain/loss
- cant get titles in unranked
- significantly lower rating max change
- make unranked min rank 20 ranked min rank 40. seriously lol why are complete noobs allowed into league seasons. raise the bar a bit pls.
- allow duos but add 10% to higher mmr and place them there
- disable dailies in both ranked and unranked
- new idea give more pip loss to lowest match stats, measure per match not per team
- show kdr and adr on scoreboard
- just kick dc’ers, rq’ers, and match throwers and make a separate q to replace them as soon as they leave
- give dishonor to afks (make sure they cant get around it by holding a button down, maybe measure their average dps/mitigated per minute idk)
- buff all useless traits and skills, none of this “one build per season” game of whack a mole, game is stale fights are boring and predictable and you wonder why gw2 pvp sucks
- self sustain nerf damage buff, make it so it requires at least two people to bunker a point
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reducing fgs cd to 60sec just for the mobility is dumb
“hey guys lets give necro a 1200 port on a 15sec cd cuz they are so slow”
lawl
cheers man good luck to you guys
snipples
They are a huge problem lol. Stacking 20 seconds of resistance and quickness with boonshare mesmer or getting epidemic’d for 50 bleeds 30 poisons 20 burns is not really conducive to any sort of skilled or enjoyable game play.
I could agree to a downed state nerf by reducing the invuln frames and removing the complete condi clear.
Boon and condi caps wouldn’t change anything for small scale since with less people the caps are hardly ever reached. Stacking would be extremely less beneficial for large groups if once a boon cap was reached it would be unable to be refreshed until it ran out of tics. Would hopefully improve the lag problem too!
snipples
the difference is that in pvp you aren’t seeing 20k hits, so its much more balanced that way. removing defensive stat combos in pvp was great for the mode, it was boring to watch and boring to play. I doubt the amount of people that actually enjoy that is very high. nerfing stats in wvw wouldn’t remove that type of gameplay. ive said many times you would have to nerf a ton of modifiers for basically every weapon, including auto attacks. it doesn’t make any sense to do it this way, its basically the same thing as a stat nerf but less work. nerfing modifiers would kill hybrid builds because people would be forced to go all in one category or another to do good dps. in fact even speccing for a little bit of survivability would probably result in a huge loss of dps since modifiers would require more stats to be as effective. so in reality it would be a huge buff to bunker builds, ironically.
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it was a joke calm down.
even if it wasn’t, blaming some random person for something they ultimately don’t have any control over is silly.
I’m not done yet.
sustain nerfs and damage buffs is what I’m aiming at.
what are your thoughts about pets? its always been frustrating that having a pet isn’t optional, and my rangers dps suffers as a result.
thing about having a bigger then 5 person roster sounds good man.
about that other stuff, hope youre not trying to “inform” me, I already know.
I know everything.
in general mobility has a huge advantage.
khylo now gives ranged a huge advantage.
its one map, get over it. ranged has always been vastly inferior in pvp. burst melee and bunker melee have been around for ages, still dominate, and will continue to dominate in a capture point based mode.
stop crying that ranged now has an upper hand when melee has always been better.
Here is another, auto-hide option for mini-pets in WvW.
omg yes. it always bugged me seeing tons of minis and then wondering how much they are contributing to fps drops.
snipples
so make team q register team rank and not individual rank.
allow 2-3 roster changes through out the season.
They already have a mobility advantage.
You still didn’t give me a give me one good reason
this looks like a pretty good reason to me. high mobility classes already have a huge advantage, it doesn’t make sense to give them a bigger one.
snipples
immob is a counter to stab, moving to hard cc would ruin wvw.
free stab on stunbreak is meh, maybe just add the 0.75 sec cc immunity that is inherent when removing stab.
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I think raising the cap for conditions was great for pve, but not so much for wvw. The duration of some condis/boons are out of control as well. It leads to spammy and mindless gameplay. Watch some gvg’s from this year, and now watch some gvg’s from 2 years ago. The landscape has changed drastically, imo not for the better. Here are 2 lists off the top of my head that would go a long way to improving the quality of fights and wvw in general:
Boons (guard auto aegis and might blast idk idk)
Regen, swiftness, might, fury 20 seconds
Protection, retal, vigor, aegis 10 seconds
Stability, resistance, quickness 5 seconds
Conditions
Bleed, poison, vuln 25 stacks 20 seconds
Blind, burn, torment, confusion, cripple, weakness 15 stacks 10 seconds
Immob, fear, slow, chill 5 seconds
I would go one step further and allow boons and condis to run out of their current durations if the stack/duration cap is reached. This would prevent people from simply spamming skills to keep things maxed. It could also decrease lag since there are less calculations to make.
Any who, these 2 cents, they are mine.
Then let’s reverse my idea…
Team queue = better rewards
Solo queue = better MMR gainThink it’d work out well?
I don’t know how you came to that but my proposal is this:
solo q low rewards low mmr gain/loss
team q high rewards (bigger rewards the higher you climb) high mmr gain/loss
I would go even further:
solo q unranked only, no titles
team q ranked only, titles
I would enforce this during leagues as well.
some other things:
only gain rewards upon a win, and cannot gain same rewards twice (dunno if this is in game already or not)
top stats gains you extra pips (someone elses idea)
afking gets you dishonor
no profession stacking
dailies disabled in both unranked and ranked
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ye show s/f some love
choo choo mo buff/nerf fo yu
marksmanship
predators instinct – 5sec cripple 20sec icd
precise strike – now gm, still crits, open strike by you heals your pet and your pets open strike heals you for half of the damage caused
remorseless – now gm minor
skirmishing
tail wind – 3sec swift
primal reflex – 3sec vigor 9sec icd
trappers expertise – 33% cd reduct
furious grip – 3sec fury
most dangerous game – hitting an enemy with 50% or less hp grants you and nearby allies with 2 might 10sec 1sec icd
wilderness survival
soften the fall – dunno if this has an icd but it should
oakheart salve – 15sec icd
wilderness knowledge – remove fury
nature magic
rejuvenation – regen heals 10% more
natures vengeance – your spirits cannot be critically hit
invigorating bond – 20 to 12 icd, 600 range, 0.8 to 1.0
beast mastery
wilting strike – 12sec icd
two handed training – chance to gain fury 100%
honed axes – gain +150 fero for each axe
druid
druidic clarity – 13 to 4 condis removed
cultivated synergy – 0.2 to 0.4
lingering light – 0.2 to 1.0
ancient seeds – 10sec to 20sec icd
longbow
aa – 0.8, 1.0, 1.2 from 0.7, 0.8, 0.9
rapid fire – 3.75 to 4, 10sec to 8
point black shot – 0.8 to 1.2
sword
crippling thrust (aa#3) – 0.7 to 1.5
hornet sting (#2 evade back) – 0.8 to 1.2
greatsword
power stab (aa#3) – 0.72 to 1.2
maul – 1.75 to 2
hilt bash – 25sec to 20sec cd
shortbow
concussion shot – 25sec to 15sec cd always stuns
axe
ricochet – 0.7 to 1.5
split blade – 0.5 to 1.0
winters bite – pet weakness 10sec to 3sec
path of scars – 1.2 to 1.6
whirling defense – can move, speed similar to guard gs2
torch
bonfire – 25sec to 15sec cd, pulses burn every 3 sec, doesn’t damage
glyph of rejuvenation – non cele ally heal 1.22 to 1.6, cele self heal 1.0 to 1.5
glyph of unity – cannot proc retal, heal part 0.05 to 0.1
spirit of nature – 120 to 75sec cd
celestial avatar
lunar impact – 1.8 to 1 in pvp & wvw only
rejuvenating tides – 0.5 to 0.3 in pvp & wvw only
yup yup. also buff all the dumb pets, but that is another beast.
give an option whether or not to have a pet with you, maybe tie it into beastmastery but at the very least “calling” your pet should have a cd. this would prevent people from calling then switching them back out.
having an inactive pet would increase #1 and #2 damage by around 20%-ish, with axe damage being buffed considerably. threw in some test numbers.
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no its not a small number when the stats are obscenely stacked. a few stand out but basically all skills hit really hard in both power and condi builds, even aa’s. just go hit some random pve mob with a maxed out build, or go to gw2skills.net and make some random build, and tell me this isn’t the case.
well, I agree to disagree. there is no way that I will be convinced that stats arent the core issue with profession balance in wvw.
face it, you are starting to adopt my snipples, its only a matter of time before you agree with me :3
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although this change would effect all game modes, it would impact wvw the most, and my inspiration to nerf was aimed at improving wvw. people would still be able to stack -condi duration and achieve decent results.
from 100% condi immunity
to condis expire 30% faster
edit
or
you are immune to all damaging condis
edit
resistance has turned wvw into a boon spam fest and the old system of locking a group down with immob is completely gone. watching gvgs, people just run around with no fear of getting spiked. there is no skill anymore, its a boring unending ktrain of mindless skill spam with the occasional water blast. I’m all for giving resistance to more classes and increasing the duration a bit on some skills, but what we have right now is an absolute degradation of skilled play.
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Make one queue for solo… Make one queue for team queue… Make it so team queue matches gain more MMR since they took the time to group together 5 people and compete… and for solo queue, make it so they get better rewards… Attract people in different ways. ANet needs to take some initiative on this stuff
you would give solo q more rewards? I mean I can agree that pvers would be attracted to them and you might get better quality matches, but rewards are a great way to grow something. chances are if you give team q better rewards and only reward the winners, then people will strive to get better.
Mesmers and Thieves had a slender mobilty advantage
heh
the old map was broken in favor of them you mean
on another note the map has always benefited ranged
here is my opinionated list:
>buff all the useless traits and skills and stop with this “one viable build per pvp season” nonsense, let all professions be able to fulfill all roles (support, tank, damage)
>in pvp make a unranked solo q only (no duos) with significantly less rewards then ranked team q only (no team less then 5), give higher rewards the higher up you climb and only reward the winners of a match, make more viable pvp modes (team deathmatch, king of the hill, ctf), couple more maps with no gimmicks, disable custom arena spectator team switch (newbies to pvp don’t know about this and are always on the side that gets wiped, horrible way to introduce new people to pvp), add voip to all, disable profession stacking, remove dailies from ranked
>remove cleave in wvw and lower the aoe cap for a few other skills, put duration caps on boons and condis, make it so you can only apply boons and support skills to your party only (unless its one of the skills that has its aoe cap lowered), put a higher cap on the amount of trebs on a map, remove tactivators and banners, give walls aoe and pull immunity (direct damage skills still work, would be plenty of pressure to down someone), remove fortified walls and gates along with all sup siege (game shouldn’t be won based on how much supply you have but rather when and where you use it)
>add a hard mode to dungeons
>add more simultaneous events into open world pve (like defend position from a horde of spiders, clean out a cave of bloodstone eles)
woot
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its true I did get a bit crazy.
I think most of the ideas at their core are alright just some of the numbers would need adjusting. for example dhuumfire burn could be 1 sec instead. I’m tired of necro being stuck into spammy gameplay to do dps. the quickness is way too stronk for furious demise, nerf to 1 sec or just replace it with might. we already have plenty of dumb might tho.
hear hear
/15hears
snipples
I agree that the broken builds will still be used, but they wont be nearly as bad. you wont be getting one shotted or dealing with full dire.
you cant nerf them thru traits and skills unless you nerf every trait and skill (even aa’s) that rely on them. even if you do somehow manage to do this they will most likely be useless in pve.
thanks keep up the good work.
If anything, they should add more reliable stability sources for each profession so we don’t need a guardian babystitting us when we’re in a CC heavy fight.
ye. ive advocated for this for a long time. I added some ideas in the different profession subforums even.
snipples
infraction inc
such a rebel
If memory serves, it was to reduce queue times. Team queue was particularly long. This is a big reason I claim that the current population isn’t going to support such a move.
What we need is well balanced solo matches for a while, until the reputation of matchmaking improves.
When matches are seen to be good for a period of time, we may get back some of those PvE people who were driven away by deliberately tilted matches.
hard to argue with this, even tho I’m for having 5 person premades only.
thils if this were a democracy I would vote for you.
Game is not balanced around 5v5 either.
this is lol.
3v3 is the lowest i’d go.