Showing Posts For States.6387:

Ranger issues that need fixed

in Ranger

Posted by: States.6387

States.6387

LB took a massive hit. I came back today and spent all day messing with the different traits and no matter what i’ve done i cant get anywhere near the damage potential i had before the changes. And i think the decrease in damage is literally somewhere around 50% because i know i was hitting around 3k auto attack before this change and now i’m only doing around 1.5k

And another power build trait they removed was Strength of Spirit which converted vitality into power and instead changed it to convert healing power into power. (which doesnt even need an explanation for how useless that is)

I dunno what you’re doing wrong, but I still hit 3-4k autos at max range.

How are you doing this much damage then and with what build? Because i played with all of them and none are reaching anywhere that much damage.

And my gear is Power/Precision/Vitality/Ferocity (which is the same as pure zerk gear except i get vitality at the cost of a little precision)

A little precision goes a long way. You’re losing ~12% crit chance by not slotting pure zerker gear.

My initial post may have exaggerated slightly, but I generally open with strength of the pack and a marsh drake F2 to get some might stacks. With 5 targets, I hit 25 might instantly, assuming the drake’s attack hits them all.

So your gaining that damage through might stacking. My original comment about losing dps was without the inclusion of any buffs. Obviously stacking might is going to bring my damage up but prior to the changes might stacking would have brought my damage up as well which would have given me different numbers than 3k. This means that the issue is still present and the LB’s damage potential has been significantly nerfed.

And for my gear i’m waiting to find out if they plan on bringing back some of the ranger traits they removed before changing it back to pure zerk gear. Prior to the change there was a trait that converted 5% vitality into power which made the power/precision/vitality/ferocity gear worth it since you sacrificed a little precision for an increase in power. And with the fury buff you could still achieve well over 50% crit accuracy (right now with the changes to stats on gear i have over 50% crit before the fury buff). If they dont bring back some of the former traits however i will end up going back to pure zerk gear

The point I was trying to make is this:

I haven’t noticed any significant change in my longbow damage since the patch. Implying that longbow damage wasn’t nerfed.

You havnt been paying close enough attention then because its already been discovered why some of our damage is missing from power builds

We lost,
a +10% damage modifier from Hunter’s Tactics trait (turned into crit chance)
a +5% damage modifier from former trait Eagle’s Eye
6% critical damage via ferocity stat loss

And on top of that

And we lost the 5% vitality converted into power trait
Which added a decent amount of damage for only using 2 points in the vitality tree

This was replaced with 7% healing power converted to power

Thats 15% damage
6% crit damage
and if you traited as a vit zerker, 5% conversion power

New trait system Good or bad?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

For everyone that believes the new trait system is ok; do you realize that the issues it solved from the last trait system were just replaced with new ones?

We had forced stat distribution. The new trait system removed this.
Now we have forced trait distribution. The new trait system added this.

How you decide which trait system is better is going to be determined by how you determine which is the lesser evil. What would you rather be limited on?

Dont judge the trait system by the traits it offers. The new traits both good and bad offered now could be included in any trait system. The way the traits work have to do with a separate balance than how the actual traiting system works.

1.) So would you rather have forced stat distribution?
2.) Would you rather have forced trait distribution?
3.) Or would you rather NOT be forced into either?

Remorseless Not proccing?

in Ranger

Posted by: States.6387

States.6387

Is the opening strike maybe proccing in the same hit frame as the fury, thus not giving you a chance to use it afterwards? If this is the case you should get a crit everytime the fury procs on a greatsword swing. Or else Anet dun kittened up again

Just tested it again and got it to start proccing. Some mobs it wasnt proccing at all and then the others it would. I tested it by swinging on them once and waiting to see if fury procced that way i could see the remorseless pop up as well. As for why other mobs it wasnt working i’m not sure. I thought it might be because it has a cd not listed by i used 2 fury buffs and was able to get it to proc both times so it doesnt have a cd.

Ill keep watching it though and update this if i figure it out.

New trait system Good or bad?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

~snippy snip~

There was a thread I participated a while back that calculated all the different trait combinations possible and the number of builds available.

The old system had ~66,700,00 different, unique build combinations per class
The new system has ~196,000 different, unique build combinations per class

Most of these variants were lost from the 6/4/2/2 variant no longer being able to be made, which accounted for over 19 million of the 66.7 million by itself.

There are far fewer options now, but having that many options is not at all ideal from a balance perspective. You also can’t just ignore the effects of the traits. Many of the traits got merged together, so if you want to get really technical, what was once in the old system may amount to certain builds now having “more” traits than before. Numbers alone mean nothing without context.

Also, your opinion on Necromancer survival is merely that; an opinion (backed by mere anecdotal evidence at best). There are indeed Necromancers that can still keep Death Shroud maxed, popping in and out as needed and never dying on point. Unless you go out and try the builds they listed, then it would be hard for anybody to take what you said seriously.

Edit: Here is the link to the Google Doc where is have the calculations:
https://docs.google.com/spreadsheets/d/1H9KAc7ghxmrxsq0bkWNALddKMkETmdQ1dW-eS7Xa8Hc/edit?usp=sharing

As far as the necro goes i have tried those builds, i spent all day yesterday playing with them and creating new ones to try and match what i had before. Yes it is my opinion that they are not nearly as good but my comment about minionmancers is based off the facts that the build relies on minions to stay alive and it relies on their AI to work properly and attack enemies yet they are unable to do either of these during pvp. (few aoes will take out your minions and ai is still buggy) As far as the other necro tank builds that are available now; they use different playstyles. This might be why i found them to be weaker than the previous d/d spectral necro tank since it’s requiring me to play it a different way. Either way though it is unenjoyable for me and has caused me to give up on my necro for now (which is bad game design in my opinion since as a consumer i no longer play the class due to the removal of a playstyle i grew fond of and played frequently was removed)

As far as the diversity reduction i can agree that reducing it helps the balance team get things in order which is fine however i still dont agree with the way they approached it. Forcing us into 3 trees with only 3 options per tier is a huge nerf to the creativity we had before which is one of the things that was so great about this game. Yes the traits do need to be taken into account for how they work but my reference to ignore them in my previous comment was to point out that there was in fact less customization with the new trait system.

Also as far as merging them it seems that a lot of them were merged for specific builds rather than the ability to be useful for a variety of builds. That is what i have an issue with. If they were to remove the restriction of being able to spec into 3 trees only then a lot of problems would be solved with certain builds. Right now were still seeing the issue as before where were forced into a trait tree for one specific trait on some builds.

How i believe they can alter the new trait system to better accommodate more players:

1.) Allow us to spec into more than 3 trees while still being able to spec with only 18 points

2.) Keep the way each tier works making us choose between 1 of the 3 traits

This way traits could still be balanced out easier and hybrid / lost builds could be created again

New trait system Good or bad?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

Alright, one by one here:

1. For there to be Diversity, all options must fill some sort of function else they’ll be ignored and unused, otherwise those options are just dead ends that won’t lead to anything, least of all “diversity”. This was the case with many of the old and useless traits. In other words, Options != Diversity, while Viable Options = Diversity

2. More Viable Options, you say? Why, see my previous point. But I won’t say that Diversity has increased, though it hasn’t decreased either. It’s about on the same level as before.

3. The whole POINT of condensing traits together WAS to buff them so that they’d be more useful to players. So that we wouldn’t be stuck with a bunch of useless traits that noone ever used.

4. Metabattle doesn’t toss together every possible build there is for your convenience, they merely list the most efficient ones. If you’d actually Look Up some of those builds, you’d find that there are often several variations of the builds using different Utility Skills, Traits (Sometimes Specializations), Weapons, Runes and Sigils.

5. Tanky Necros? They’re in a better Place now than ever before. Try out Corrupter’s Fervor with Scepter and you’ll sit at +300 Toughness and -20% Condi. Duration. Or why not make a Minionmancer with the new 2 Traits that you need, which are both in the same Specialization and NOT spread all over the grid so that you had to spend half your points into places you don’t need.
Or you could try a Death Shroud tanky-build using Foot in the Grave and Unholy Sanctuary. Or why not a Siphon build with Wells and Daggers?

That’s 4 different builds-

TL;DR – Diversity remains the same as it ever was. Some builds are gone, new builds are available.

Your basing your argument off the assumption that people did not use all the traits from the old system. That is extremely incorrect. Maybe you did not use all the traits in the previous system? But then again your also not the entire community nor are you an example of how the entire community plays this game.

Furthermore your trying to defend your argument against the new trait system by bringing up the traits themselves. These are two separate things….
Your obviously having trouble understanding the way the system works because your blinded by the changes to traits themselves. So to make things easier do this.

1.) Ignore the effects on all the traits. Instead just label each one with a number
2.) By looking at all the traits that now just have a number, see how many different combinations you can create with this new trait system
3.) Now look at the old trait system and label each of those traits with a number
4. ) See how many different combinations you can create with the old system
5.) compare the results

You should be able to easily see that the old system offered a much larger variety of builds. The issue of some of the traits being weaker than others or unused by some is an issue of balance which is a separate issue from the trait system.

As for the traits themselves; a lot of them had no need to be removed or altered. Look at the ranger for example. The power ranger lost a massive amount of damage due to some of the traits being altered in a wrong way. However i realize what should and should not be changed or removed is controversial since balance can be interpreted differently through others minds.

The 4 different builds you posted are complete garbage to what the necro tank could do before. The survivability on them are no where near as high as before and the damage has taken a step down. The necro tank before was able to spec for spectral abilities and maintain a constant death shroud. Every time you got low or ran out you only had to come out and wait till death shroud came off cd to go back into it at 100%. But seeing as how you listed minionmancer as a possible tank spec for the current trait system i’m guessing you have little knowledge on necros (since minionmancers are complete s***, always have been and always will be)

New trait system Good or bad?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

The Trait Changes did absolutely nothing to hurt your so-called “Build Diversity”.
Go check Metabattle and you’ll see a dozen new builds under just about any category, then come back and say that Diversity’s dead.

They culled out or combined a load of traits that were useless (But for some reason forgot the Fall Damage Traits, though I suspect that has something to do with the coming HoT Content.) and streamlined the Specializations something neatly.

Some old combinations no longer work, but in return we’ve gotten an equal amount of new combinations to play around with and test out.

Diversity is the exact same as before. Go ahead, name any profession and Stat combo and I’ll whip up 3 different builds for you, just like that.

Your honestly going to lie to yourself and say that limiting the way we trait our characters is not hurting the diversity in builds? Do you also believe 2+2 = 5?

Sure there might be more viable options for some classes now but that is because of buffs / alterations to some of the traits and not because of the way the trait system was revamped. If you were to remove the buffs/ alterations to the traits and then compare the previous trait system to the current one; you would easily be able to see the problems with the current one. And that is what i’m trying to address.

As for builds i dont need to give you anything because i know you cant build everything. The mettabattle website you think is so amazing contains a lot of builds for a couple classes while the rest have a few. Not to mention that many of the builds on there are all listed as “test” builds meaning they might not even be effective or useful. I mean what happened to the tanky necros? Surely if this new trait system has not hurt build diversity it wouldnt of completely removed a playstyle for one of the classes

New trait system Good or bad?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

If this has all been said before i apologize, i’ve only been back in gw2 for 2 days now and havn’t seen any threads about what i’m going to say.

The trait system we have does not work. It is no where near an improvement and it does not allow more diversity in builds. The reasons why are pretty simple so i’m going to list the 3 major issues with it.

1.) Prior to the changes we were allowed to select traits from as many trees as we wanted. Now we are allowed to only select traits from 3 trees. It should be self explanatory on how this hurts diversity in builds and limits what we can do with our characters.

2.) Prior to the changes we were allowed to select traits from any tier at or below where our points where spent. (so if you traited 6 points into one tree you could select 3 traits from the first tier or 2 traits from the 2nd tier) Now we are forced into choosing one trait from each tier. This really hurts diversity in builds since it limits how we can / want to build our characters.

3.) Amount of traits have been reduced / changed / merged / moved. After looking through the traits a lot of it seems like the dev’s just picked traits out of a hat and merged / moved them that way. On top of that some of the traits have been removed which ruins some of the previous builds before these changes. In the end this entire move has really hurt diversity with builds.

The way traits are obtained is a lot more unique than before and i enjoy it. However the way traits work now is disappointing and it has put a huge limit to diversity in this game even more. I realize most everyone just followed the meta prior to these changes but there was at least enough options for players to find ways around the meta while still being successful. With the limit we have now; the meta will be even more popular and forceful on the players which in return is going to make combat even more bland since everyone is going to be using the same builds. For a game trying to promote esports this was a horrible route to take.

#DealWithIt

ANET is never going to change back to the old system nor will be change it again. This system was done so that they can get their eSport PVP up and running. They seriously did not bother to fix bugs on the PvE maps. These bugs that are there since 2 – 3 years ago. Until now you still can see those bugs in the PvE maps. And ANET’s reason for unable to fix these bugs? Because it is complex and hard to fix…yadda,yadda.. Yet they spend their resources on putting up a new trait system that looks great, but the reality is that this new trait system really is all about the balancing workload. Probably no more overtime given when a patch that screws up balance in PvP will be fix during working hours and not extended working hours.

So, seriously, just deal with it. The current system. I know I did. But then again, my main character’s build wasn’t impacted much by the trait system changes as I wasn’t running meta in the first place. So, all good for me.

Yes we should just “deal with it”. The exact type of mentality that has lead to destruction of many games. If only more players had this type of mentality then the gw2 dev team would have a much easier life since they would never have to worry about the millions of mistakes they constantly make.

New trait system Good or bad?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

Explain to me how limiting customization in character builds is “far superior”

Explain how being forced to take a trait that does nothing for you or your build is “meaningful”. A lot of traits that were used in previous builds are scattered between all 5 trees now. That is not an improvement, it instead serves as a nerf to said builds regardless of them being op or not.

And no we do not have access to more traits, the previous system offered 70 the current one offers 60.

Not trying to come off rude but the evidence shows that this new system is inferior to what we had before. I already mentioned the way you acquire traits is better than how it was previously. However that does not excuse the way the system works once you acquire all those traits. The old system was perfectly fine regarding trait distribution. The only thing that was wrong with it was balance in the traits offered and forced stats in the trees and none of this was resolved with the new changes. On top of that you need to realize the forced meta that is going to come with this new trait system. People are going to have a lot harder time saying “you dont need to play meta” when its going to be shoved down our throats.

New trait system Good or bad?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

If this has all been said before i apologize, i’ve only been back in gw2 for 2 days now and havn’t seen any threads about what i’m going to say.

The trait system we have does not work. It is no where near an improvement and it does not allow more diversity in builds. The reasons why are pretty simple so i’m going to list the 3 major issues with it.

1.) Prior to the changes we were allowed to select traits from as many trees as we wanted. Now we are allowed to only select traits from 3 trees. It should be self explanatory on how this hurts diversity in builds and limits what we can do with our characters.

2.) Prior to the changes we were allowed to select traits from any tier at or below where our points where spent. (so if you traited 6 points into one tree you could select 3 traits from the first tier or 2 traits from the 2nd tier) Now we are forced into choosing one trait from each tier. This really hurts diversity in builds since it limits how we can / want to build our characters.

3.) Amount of traits have been reduced / changed / merged / moved. After looking through the traits a lot of it seems like the dev’s just picked traits out of a hat and merged / moved them that way. On top of that some of the traits have been removed which ruins some of the previous builds before these changes. In the end this entire move has really hurt diversity with builds.

The way traits are obtained is a lot more unique than before and i enjoy it. However the way traits work now is disappointing and it has put a huge limit to diversity in this game even more. I realize most everyone just followed the meta prior to these changes but there was at least enough options for players to find ways around the meta while still being successful. With the limit we have now; the meta will be even more popular and forceful on the players which in return is going to make combat even more bland since everyone is going to be using the same builds. For a game trying to promote esports this was a horrible route to take.

Edit:

tl;dr Anet “fixed” the previous trait system by removing its one issue (forced stat distribution) and replaced it with a new problem (forced trait distribution).

(edited by States.6387)

Remorseless Not proccing?

in Ranger

Posted by: States.6387

States.6387

Anyone else have the issue of remorseless not proccing? I traited Two Handed Mastery that gives my GS a chance to proc fury and every time it does the Remorsless trait never procs opening strike.

Is this another bug on the rangers?
Or does Remorseless have an improper description?

Ranger issues that need fixed

in Ranger

Posted by: States.6387

States.6387

LB took a massive hit. I came back today and spent all day messing with the different traits and no matter what i’ve done i cant get anywhere near the damage potential i had before the changes. And i think the decrease in damage is literally somewhere around 50% because i know i was hitting around 3k auto attack before this change and now i’m only doing around 1.5k

And another power build trait they removed was Strength of Spirit which converted vitality into power and instead changed it to convert healing power into power. (which doesnt even need an explanation for how useless that is)

I dunno what you’re doing wrong, but I still hit 3-4k autos at max range.

How are you doing this much damage then and with what build? Because i played with all of them and none are reaching anywhere that much damage.

And my gear is Power/Precision/Vitality/Ferocity (which is the same as pure zerk gear except i get vitality at the cost of a little precision)

A little precision goes a long way. You’re losing ~12% crit chance by not slotting pure zerker gear.

My initial post may have exaggerated slightly, but I generally open with strength of the pack and a marsh drake F2 to get some might stacks. With 5 targets, I hit 25 might instantly, assuming the drake’s attack hits them all.

So your gaining that damage through might stacking. My original comment about losing dps was without the inclusion of any buffs. Obviously stacking might is going to bring my damage up but prior to the changes might stacking would have brought my damage up as well which would have given me different numbers than 3k. This means that the issue is still present and the LB’s damage potential has been significantly nerfed.

And for my gear i’m waiting to find out if they plan on bringing back some of the ranger traits they removed before changing it back to pure zerk gear. Prior to the change there was a trait that converted 5% vitality into power which made the power/precision/vitality/ferocity gear worth it since you sacrificed a little precision for an increase in power. And with the fury buff you could still achieve well over 50% crit accuracy (right now with the changes to stats on gear i have over 50% crit before the fury buff). If they dont bring back some of the former traits however i will end up going back to pure zerk gear

Longbow Damage bug?

in Ranger

Posted by: States.6387

States.6387

And we lost the 5% vitality converted into power trait
Which added a decent amount of damage for only using 2 points in the vitality tree

This was replaced with 7% healing power converted to power

Ranger issues that need fixed

in Ranger

Posted by: States.6387

States.6387

You’ve convinced me with your rock solid evidence there.
While I don’t doubt it has gone down, 50% is pure exaggeration.
If you are pure glass, you should, technically, be doing more damage over time.

I dont think anyone needs to take time to go and create a visual piece of evidence for you since it seems your only intentions here are to troll anyone who is upset about the loss of damage on LB rangers.

Ranger issues that need fixed

in Ranger

Posted by: States.6387

States.6387

LB took a massive hit. I came back today and spent all day messing with the different traits and no matter what i’ve done i cant get anywhere near the damage potential i had before the changes. And i think the decrease in damage is literally somewhere around 50% because i know i was hitting around 3k auto attack before this change and now i’m only doing around 1.5k

And another power build trait they removed was Strength of Spirit which converted vitality into power and instead changed it to convert healing power into power. (which doesnt even need an explanation for how useless that is)

I dunno what you’re doing wrong, but I still hit 3-4k autos at max range.

How are you doing this much damage then and with what build? Because i played with all of them and none are reaching anywhere that much damage.

And my gear is Power/Precision/Vitality/Ferocity (which is the same as pure zerk gear except i get vitality at the cost of a little precision)

Ranger issues that need fixed

in Ranger

Posted by: States.6387

States.6387

LB took a massive hit. I came back today and spent all day messing with the different traits and no matter what i’ve done i cant get anywhere near the damage potential i had before the changes. And i think the decrease in damage is literally somewhere around 50% because i know i was hitting around 3k auto attack before this change and now i’m only doing around 1.5k

And another power build trait they removed was Strength of Spirit which converted vitality into power and instead changed it to convert healing power into power. (which doesnt even need an explanation for how useless that is)

Will we see this return?

in Ranger

Posted by: States.6387

States.6387

Will “Strength of Spirit” trait return?
It gave power equal to 5% of vitality on rangers.

I noticed it was replaced with “Instinctive Reaction” which gives power equal to 7% healing power while also giving Quickness when your hp falls under 50%.

I’m assuming the new trait is going to be for druids but i dont understand why they had to remove the old one. It provided a decent increase for damage especially with the stat build power/precision/vitality/ferocity (idr the actual name of this set of stats).

Its removal feels like an unneeded nerf imo

Does anyone know if the devs plan on bringing this trait back?

What do i do with guardian?

in Guardian

Posted by: States.6387

States.6387

It is simple man, you just need to change sword for mace now and maybe focus for torch, but imo, focus is still better, blind works against trashs and for pulling bosses and the shield is always useful.

Check Obal guide.

Awesome thanks for the link^^

What do i do with guardian?

in Guardian

Posted by: States.6387

States.6387

I have no idea what i’m supposed to do with guardian now that everything has been changed with traits.

Does anyone have some advice for traits / abilities / weapon sets that would work well in PVE (fractal / dungeon runs)?

The Horrible, Awful, Tragic Death of My Build

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

The recent changes really hurt my builds as well. Just came back today after a break and tried traiting my characters again only to find out traiting customization has been limited and some traits have been moved around, altered, or removed… Really frustrating since my tanky necro build cant be made anymore and my ranger lost the dps he had before.

Really disappointing with the way they made these changes and i’m losing all desire to really even play this game again because of it.

Is Gw2 worth coming back?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

No. I came back after a year, created a necro, leveled it to max, and started ascending all its gear.
I was bored shortly after hitting 80 on the necro again.
The pvp was fun but gets old really quick since there is no where near enough 5v5 maps to keep me entertained for long, and wvw is ridiculous due to its imba.
PVE? Well thats been a joke since the start.
If your looking for something to keep you entertained for a while find something else. GW2 will only keep you busy for a month or 2 at the most.

Next time tell us the test duration first..

in Guild Wars 2: Heart of Thorns

Posted by: States.6387

States.6387

What Anet pulled was very shady.
They allowed this upcoming “beta test” to get extremely hyped up without telling the community that the “test” was going to be one day; and that the test date was going to be announced within less than a week.
It’s like telling the community you can obtain a legendary weapon in game, then one month later telling everyone that only 1 legendary weapon will be handed out through the game.
Its deceiving and an example of a very poor dev to community relationship.

Whether or not you think its ok to create such a short “beta test” window; the lack of communication is what makes this whole situation a problem.

kicked off fractals highest dps why

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

You might not have been following the mechanics properly or stacking where the meta tells you to.

I was in a group with a potdog earlier today, he was never kicked, but the entire team was not doing the mechanics properly (last boss for giant’s map, people breaking seal before anyone stands next to boss or all mobs were cleared.) And other parts of the fractal that the meta playstyle has you stack to make the fractal easier and quicker, no one went to.

Not sure if your the potdog i had in my group earlier but if you dont follow mechanics right in higher level fractals, people will kick you pretty quick most the time.

Is Polymorph balanced?

in PvP

Posted by: States.6387

States.6387

i think’t it is ok for long CD elite
i main thief, i don’t really have much HP nor enough dodges (only 2) yet i survived most moas so far
… i actually killed some enemies while being in moa few times o.o

just try to repostion yourself, LOS, dodge, use skill 5? to run away

This only applies to bad pvpers though. If a skilled team or a skilled mesmer morphs you, they can easily down you and prevent you from being able to escape with use of gap closers.

Is Polymorph balanced?

in PvP

Posted by: States.6387

States.6387

It took me a minute to get over this skill.

The best use of this skill is in a team fight where you successfully eliminate a person from the fight. They might run off but in a 3v3, if you take it down to 3v2 that long its pretty much over.

Those who use it in 1v1’s and anything less but outnumbered or equal team fights, well they are just not the best mesmer.

It has a long CD so they need to make it count. If someone moas me at the wrong time I just laugh at the fact that I made them have to use it then instead of in its optimal situation.

The cd still doesnt justify its prolonged duration. Every other class has elite skills with 180 second cd but every other class’s elite abilities still allow the other player to counter or avoid them. Polymorph disables your abilities for 10 seconds and gives you no way of deactivating it. Something with that much duration needs a possible way to escape such as entangle on the ranger (melee the vines to escape) or it just needs its duration to be shortened.

Is Polymorph balanced?

in PvP

Posted by: States.6387

States.6387

What? How about we talk about nerfing real elites like Crate?

Because this isnt a thread about all the elite abilities. If you want to discuss balancing on other abilities then go make a new thread.

I created this thread to look at one ability, polymorph, and its obvious issue and simple solution to fixing it.

To craft, or not to craft.

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

Everything in guild wars is behind massive amounts of time walls.
They made it so that you can only be successful in this game if you dont have a life.
If you do have a life your forced to either throw your money away for gems or be fine with your character being mediocre.

Is Polymorph balanced?

in PvP

Posted by: States.6387

States.6387

The mesmers polymorph seems a bit ridiculous.

For 10 seconds your tranformed into a moa who has a set of skills that will do nothing for you.

Basically it serves as a 10 second Daze.

Is this balanced?

I honestly dont think so. I’m fine with the ability having 10 seconds on npc’s but when it comes to pvp the duration of the ability is far to long. There is no countering the ability unless you are able to dodge the mesmers cast or gain aegis in time. Once hit by the ability its a guaranteed death as long as the team fighting you isnt completely horrible at pvp.

Imo i think this ability needs its duration to be cut in half. 5 seconds is still a long time to disable a players abilities but it would be short enough to give players a chance to bounce back in a fight after it expires.

Ascended Rings

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

I personally keep one ring of each type for each possible character slot…..

I’m not talking about keeping a variety i’m talking about piling up the same exact rings.
What this means is having 5 Bagh Nakh rings from fractal rewards

And yes something needs to be done about it, its a slap in the face to fractal runners when they are rewarded with an item that holds as much value as the junk in this game.

If they dont want to allow us to use the rings other ways such as mystic forge, or increase their vendor price then they might as well take them out of the fractal rewards loot table.

No one wants to spend an hour in an instance to be rewarded with nothing.

Ascended Rings

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

there is something, that you can do with them

you can vendor them and you can collect them, isnt that enough? ^^

They vendor for 4 silver which does pretty much nothing for you thats why i said the price should be increased. And there is no reason to collect multiple bagh nakh rings for example when you already have one.

Ascended Rings

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

There needs to be something we can do with ascended rings.

Everyone that runs fractals frequently ends up with a pile of the same rings over time and there is nothing to do with them.

Either up their selling price from 4silver to 1g or allow us to dump them into the mystic forge.

Anyone else ONLY play humans?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

#SylvariMasterRace

Forging Eternity ruined my game experience

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

This is an issue not just with legendarys and precursors on the tp but with every single item.

Anet poorly created a trade market in this game and in return has completely removed the entire “trade market mmo” most game possess.

-Mats sell more than the items they create (with almost everything)
-There is no restrictions to underselling other players on the tp (underselling by 1 copper? Completely idiotic move by Anet)
-High taxes on everything sold on the TP
-No player to player trading

Until Anet decides to clean up the mess they created with trading in this game i wouldnt even bother trying to sell something of such high value like legendaries unless you dont mind getting cheated by the buyers you can sell to right away (for a lot cheaper than the items worth)

Considering the OP sold it by no later than 9 days after his post, maybe it’s not such a big issue after all.

The op selling it in 9 days doesnt excuse the fact that the trading system in this game is a complete wreck. I’ve had items on TP for weeks before having to take them off after watching the prices constantly decrease 1 copper at a time. It is a big deal but i think the majority of this community doesnt understand the trade systems issues

Necro PVP fix! Leeto!

in PvP

Posted by: States.6387

States.6387

Life force can be easily acquired with the right build. On my power necro i dont have issues keeping my bar full and majority of the time its always at 100%, if it depletes to 0 it takes about 3 seconds of combat to fill it back up (getting hit gives lifeforce, hitting others give lifeforce so enemies dodging impacts it very little and staff isnt required)

However building a necro without Life force gaining traits and abilities makes filling the bar a lot more difficult than it should be and that is something i dont completely agree with, i wouldnt mind seeing a passive regeneration of lifeforce either in a trait or just part of the necro’s normal mechanic. It could even be affected by healing power which might open up new stat builds on the necro?

Forging Eternity ruined my game experience

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

This is an issue not just with legendarys and precursors on the tp but with every single item.

Anet poorly created a trade market in this game and in return has completely removed the entire “trade market mmo” most game possess.

-Mats sell more than the items they create (with almost everything)
-There is no restrictions to underselling other players on the tp (underselling by 1 copper? Completely idiotic move by Anet)
-High taxes on everything sold on the TP
-No player to player trading

Until Anet decides to clean up the mess they created with trading in this game i wouldnt even bother trying to sell something of such high value like legendaries unless you dont mind getting cheated by the buyers you can sell to right away (for a lot cheaper than the items worth)

Is interrupting a 1 v 1 unfair

in PvP

Posted by: States.6387

States.6387

If its a normal match then i dont see it as an issue.

But when its a spvp match of 5 v 1 or 5 v 2 then there really isnt any reason for the other team to be ganking on 1 person. I mean you’ve obviously already won when its 5 v 1 or 5 v 2, so you might as well keep the match interesting by having the full team 1 v 1 the opposing guy or 2 v 1 the opposing guy if they are on tanky builds.

Anet, if there's demand, why look away?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

It should also be noted that digital extremes implementing pvp into their game because of community cries also ruined it to a degree. It took about a year for the dueling to get implemented not a few months. And it led to a large increase of toxic players.

The community does not always know what is right for a game. Yes some may want to see mounts and open world dueling but their are reasons why they were not implemented at the beginning of the game.

I just hope to god Anet doesnt make the same mistake as DE and start doing everything the community cries for.

It wasn’t marketed as a PvP game when Conclaves released. Thus there was no influx of a “toxic” community, thus the “toxic” players were players who were part of the community prior to the implementation of Conclaves.

I’ve been with that game for multiple years since the begginning of its closed beta when there was only 1 map tileset. I’ve watched the community and was an active forum user. There was never a toxic community UNTIL pvp was first implemented. Yes it did draw in a lot of toxic players, warframe used to be one of the friendliest games available and is now making its way to one of the worst.

Currently the community is split in half between pvp supporters and pvp haters. There is a large amount of toxic players in both sides and they have been dragging the game down for a while now.

I believe that influx of toxic players came with the release of Warframe on Steam. Conclaves died before they even released. The community didnt go to kitten with its release. It was the coming of Steam users that changed the community.

Uh no. Conclaves has always been used since its first release. There has always been that pvp part of the community complaining about conclave being unbalanced and pushing for it to get worked on ahead of the pve content. Yet the pve player base fought against it because they believed pve should be first priority. From here the community split and everyone that joined the game after this chose a side basically. Steam just enhanced the feud between players by adding more players to each side.

Anet, if there's demand, why look away?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

It should also be noted that digital extremes implementing pvp into their game because of community cries also ruined it to a degree. It took about a year for the dueling to get implemented not a few months. And it led to a large increase of toxic players.

The community does not always know what is right for a game. Yes some may want to see mounts and open world dueling but their are reasons why they were not implemented at the beginning of the game.

I just hope to god Anet doesnt make the same mistake as DE and start doing everything the community cries for.

It wasn’t marketed as a PvP game when Conclaves released. Thus there was no influx of a “toxic” community, thus the “toxic” players were players who were part of the community prior to the implementation of Conclaves.

I’ve been with that game for multiple years since the begginning of its closed beta when there was only 1 map tileset. I’ve watched the community and was an active forum user. There was never a toxic community UNTIL pvp was first implemented. Yes it did draw in a lot of toxic players, warframe used to be one of the friendliest games available and is now making its way to one of the worst.

Currently the community is split in half between pvp supporters and pvp haters. There is a large amount of toxic players in both sides and they have been dragging the game down for a while now.

New Gear?

in Guild Wars 2: Heart of Thorns

Posted by: States.6387

States.6387

Ascended gear currently is locked behind massive amounts of time walls. With the changes coming to how stats work (stats will be on gear and not through traits) i’m almost positive that my characters will have to acquire new gear.

The problem is i dont want to have to farm for months to get ascended items again for my characters.

Does Anet plan on compensating the playerbase at all for their ascended gear that is most likely going to be useless come this new update?

Such as allowing us to restat the ones we possess?

Anet, if there's demand, why look away?

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

Dev’s like Digital Extremes (creators of Warframe) have spoiled me, I’ll admit. They’re so quick and eager to add or at least mention that they’ve heard our demands and are constantly evolving the game to fit the expectations of it’s loyal player base. When Warframe first released, talk of PvP was taboo. PvP was never envisioned in the grand scheme of Warframe. Months later, the devs implement a totally optional PvP arena mode. This is 1 example of at least the hundreds of changes and additions we’ve seen in Warframe, most of which were suggested by the actual players. The connection DE has made with their community is a beautiful thing, as it truly feels like we’re one large community, brainstorming to make the game better in every way. With Anet, i feel there’s a huge disconnect between them and the players. Sure, they have a clear goal, they have their plans for what they feel is best for the game. I respect that, and we’ve seen great things. However, there’s something to be said for engaging with your players’ and discussing ideas.

It should also be noted that digital extremes implementing pvp into their game because of community cries also ruined it to a degree. It took about a year for the dueling to get implemented not a few months. And it led to a large increase of toxic players.

The community does not always know what is right for a game. Yes some may want to see mounts and open world dueling but their are reasons why they were not implemented at the beginning of the game.

I just hope to god Anet doesnt make the same mistake as DE and start doing everything the community cries for.

Many Issues Not Just One

in Bugs: Game, Forum, Website

Posted by: States.6387

States.6387

I’m sorry you are frustrated with the game.

  • Skills that go off and don’t do a thing: that could be latency, which would also explain some of the other things you are seeing.

It’s not caused from lag, i have the issue with skills activating and doing nothing a lot. I tend to experience this mainly on my hunter with longbow #1 skill and my necro’s consume conditions healing skill.

I know its not lag too because when it happens the skills go into a cooldown and either there is no damage done to the enemy or no healing done to myself. And what i did for the longbow #1 not working is equip a different weapon in my off-hand and everytime the #1 longbow skill stops doing damage i switch weapons to see if they work…. and they do.

Whats wrong with the servers?

in Bugs: Game, Forum, Website

Posted by: States.6387

States.6387

Lately i’ve been encountering random dc’s in the game a lot. Today i have had nothing but constant dc’s. I’ve already checked my internet and everything is working fine on my end.

Idk whats wrong with the servers but you need to fix them Anet. Its getting really kittening old having to log in to the game every 5 minutes

Thief stealth mechanics are getting old

in Thief

Posted by: States.6387

States.6387

The biggest problem with stealth in this game is that it cannot be broken. Most games invisibility or stealth is removed upon taking damage. For some reason Anet does not understand the balance aspects of that and decided to avoid that in this game.

From a logical perspective it doesnt even make sense how something can remain stealthed after being crippled stunned etc…

Foot in the Grave Builds

in Necromancer

Posted by: States.6387

States.6387

The problem i found with Foot in The grave is that their is multiple abilities that can make up for the loss of this trait. Basically you can ignore the FiTG trait and take a damage one and make up for it with a spectral skill or well that will counter any hard cc. If they were to put FiTG under the toughness, power, crit damage / chance tree it would be worth traiting. But as of right now it seems to be useless still for what you can replace it with.

Ehm O.o

FitG is there to relieve yourself from using “multiple abilities” utilities - If anything, Condition Necromancer has been drive to the “Locked Utility Syndrom” for the need of having 2 Stunbreaks and Corrupt Boon for as long as FitG was the way it is…

In this respect, it is completely fine to “lose” a damage trait (such as Greater Marks, Reaper’s Protection or Chill of Death) – since the trade-off is that you are capable of taking a utility of which you can offer pressure in another area

And the last line is perfect for the trait – I got no clue why you would want to replace it

In my opinion i just dont see it being a worthwhile trait. You dont have to use multiple abilities to counter hard cc’s on the necro. You can easily jump into death shroud to avoid damage while being stunned or dazed or use a spectral / well skill if necessary. If you encounter situations where your getting spammed with hard cc’s non stop then the trait would be useful but i have never seen that happen yet in wvw or spvp and i play my necro as a distractor or “tank” for my teams.

I think for the trait to actually be viable they need to reduce the amount of points required to take it and either move it down a tier or into a different tree. The tree it rests at now buffs the users crit damage and life force pool. And builds that utilize these 2 aspects benefit better in my opinion from other traits.

I think FiTG should be a trait under vitality or Toughness

Dodge mechanic makes Zerker builds viable

in Guild Wars 2 Discussion

Posted by: States.6387

States.6387

In my opinion Anet needs to implement more attacks for bosses that dont require use of the dodge function or stacking but rather intelligent responses from the player.

An example: Boss telegraphs a huge aoe attack, the only way to avoid its damage is to jump up on a platform.

Or….

Boss telegraphs an attack, based on the telegraphed attack from the boss; players must either move to location A, B, or C to avoid damage.

Currently their is not much intelligent responses required from the players which is what makes these “bosses” seem so simple and easily defeatable with the meta zerk builds. If their were more intelligent responses required then builds could become more diverse as a toughness / vitality build could become more useful in situations where dodging or avoiding damage is not required, allowing them to dish out more damage during times zerk builds would not be able to.

Foot in the Grave Builds

in Necromancer

Posted by: States.6387

States.6387

The problem i found with Foot in The grave is that their is multiple abilities that can make up for the loss of this trait. Basically you can ignore the FiTG trait and take a damage one and make up for it with a spectral skill or well that will counter any hard cc. If they were to put FiTG under the toughness, vitality tree it would be worth traiting. But as of right now it seems to be useless still for what you can replace it with.

Edit: Typo’d

(edited by States.6387)

Celestial and necro

in Necromancer

Posted by: States.6387

States.6387

i tried celestial gear with “power” necro but found that knight (toughness, power, crit chance) or zerker (power, crit chance, crit damage) have worked better. I think that celestial only works well with builds that focus on everything (healing, damage, survivability) and unfortunatly necro can not utilize all of those aspects at once effectively.

Staff or A/W

in Necromancer

Posted by: States.6387

States.6387

My damage is coming from the dual daggers. Its been mainly a build that focuses on survival so in wvw and spvp and i can jump in the middle of everything and hold their attention while dealing damage and letting my team pick ppl off. I’m basically a “tank” if you were to resemble it to traditional mmo standards. Its been working wonderfully in securing kills and acquiring wins so my build isnt the issue its just figuring out what would work best as a secondary weapon to support the dual daggers.

Staff or A/W

in Necromancer

Posted by: States.6387

States.6387

Currently on my necro i’m running a 0/4/5/0/5 build thats focused on using D/D. For my second weapon set i was using the axe and warhorn for its retaliation, daze, and speed buff but was wondering if staff might be better.

With the axe / warhorn i can apply vulnerability, gain retaliation, daze my target, and increase my movement speed.

With staff i can poison, chill, heal, fear, and attack from a good distance.

I figured that with staff i can deal with thieves easier since i can trap them with marks if they go invisible but i can buff my damage with daggers better if i stick with a/h.

I’m looking for opinions on which weapon set would support me better for both wvw and spvp.

Why I'm >not< hyped for HoT

in Guild Wars 2: Heart of Thorns

Posted by: States.6387

States.6387

If gw2 has taught me anything about Anet; its that they can create a visually appealing world and interesting story. However they seem to be clueless on how to create proper mechanics in both pve and pvp that actually challenge the player and require them to have more than just a proper (or meta in gw2’s case) build. In my opinion it seems like they tried to create a hybrid of tera and wow gameplay and ended up with a disfigured creation that sits closer to wow.

I dont expect HoT to change much to gw2 despite what they claim. And with new mmo’s being released that challenge the traditional aspects of the ones we have today; i see no reason in even purchasing HoT other than for the story or curiosity.

This is all out of my opinion ofc.

More information?

in Guild Wars 2: Heart of Thorns

Posted by: States.6387

States.6387

Does anyone know when Anet plans on releasing information on all the contents for the upcoming HoT expansion? Or how much they plan on charging for it?

What they have released so far worries me that it is not going to offer much.

-New zones
-New Dungeons?
-Each class is now able to use one other type of weapon
-Guild Halls
-New Class
-New Masteries
-1 new pvp map
-1 new wvw map

What worries me:

- How many zones are going to be released.
If the expansion pack costs around 50-60$ then i’d expect there to be a good amount of new zones added. If they only give us 2-3 then they will have to compensate for it with the other additions the expansion gives.

-Dungeons.
Are there going to be any added dungeons? It seems like a slap in the face to the PVE portion of this game if they release an expansion pack with no new dungeons. The “open – world” experience is not the only thing PVE relies on.

-New pvp maps.
Are these maps going to be accessible exclusively to players who purchase the expansion pack or will they be available to others? If anet makes them exclusive then there is going to be some major issues with wvw. Making a wvw map exclusive means that unless a large part of your server purchases the HoT expansion; your not going to be successful or possibly even be able to participate on the new wvw map due to the limited players participating for your side.

- Future paywalls
Will purchasing this expansion exempt players from future paywalls? Or are we going to expect to have to pay for more quests / zones / etc? With their greedy approach on their season 2 living world story quests i’m left assuming there will be some other paywall they try to force on players that should of just been included as part of the expansion purchase.

The good:

-Guild Halls
Guild wars 2 is unarguably beginning to become outdated. In another year or two there will be too many games offering better content. This doesnt mean that it is going to die or become deserted, it only means there will other games out there offering more. However with the addition of guild halls it seems that Anet plans on trying to keep up with all the newer games being released. If you pay attention to a lot of the recent mmo’s that have been released within the past year you’ll see that a lot offer some type of player housing whether it be for personal use or for mass players. And now guild wars will be recieving this feature. This is a solid addition to be included in the expansion as long as it performs well.

-New Class
Its sometimes expected for early expansion packs (the first couple for a game) to contain a new class. I’m happy to see gw2 adding one but hope that it is not a gimmik and plays the same as any other class. This is good small addition to be included in the expansion.

-New Masteries / New weapon
Its nice to see that we will be getting new masteries and a new weapon to use. However these feel very minor and do not do much for the expansion.

So in the end i’m worried that there is not going to be nearly enough content for how much they charge for this expansion (60$ to purchase the game. If its 50-60$ for the expansion then it better be offering close to as much content as the original game provides). PVP problems if the wvw map becomes exclusive. More paywalls after purchasing the expansion. And that there might not be any new dungeons added.

(edited by States.6387)