This is my generic S/P, SH build. Your mission, should you choose to accept it, is to never let necromancers cast again. An Alternative is to use 6 runes of Lyssa instead
Depending on how the aftercast reduction goes, it might rise like metal gear rising. Its the only build I know for real.
Having to update for 5 minutes is not a good reason to make balance patches months apart. Small and metered changes should occur over a few weeks, not large changes every 3 months. If its an issue with tournaments, just see if they can be rescheduled. Do not wait months to fix the sigil of paralyzation. It may be bad for the players but it will be better for the game as a whole.
(edited by Super Riceman.8702)
Playing for the experience has not worked, no one wants to play sPvP because it puts a stop to earning actual rewards. No one is forcing PvE players to play PvP because there are other ways to access the same rewards. The population has died because sPvP stands on its own and is useless to all other players that don’t care about the leaderboards.
There are a lot of effects that need to be toned down so i’ll plop this down here and keep adding to it
Freeze Grenade: Remove the white powdery effect when it hits
Sun Spirit: Change it from the bright light to a signet-like effect (EX: Sun Spirit Icon floating above it when it activates)
Ice Storm: Remove the white powdery effect when shards hit
Fire Bomb: Remove the mushroom cloud
Big O’l Bomb: Lower the height of the explosion cloud so it can’t cover players, change its color to be similar to the smoke bomb
Glue Bomb: Remove the glue that splashes up into the air
Shrapnel Grenade: Remove the orange flash, lower the height of the smoke
Stone Spirit: Remove mud splashing into the air
Storm Spirit: Remove the tall lightning strikes that occur on the spirits position (not the small ones on the ground)
Ring of Fire: lower the height of the fire at the position of the ele casting (fire in the center of the circle)
Water attunement swap Make the bubble transparent instead of blue
Lightning Storm: Lower the radius and height of the lightning strikes
Cluster Bomb: Remove the orange flash so when the bomb is split into 3, it will just have grey smoke
Infiltrator’s Strike/Infiltrator’s Signet/Infiltrator’s Arrow/Shadow Return/Shadowstep/Steal: Remove the dark blueish/purple rings at the center
Lich Form: Make all but the arms and head transparent
Banners:Removing yellowy glow when they are summoned
Earthshaker: Change effect to be more like Molten Berserker’s Shockwave
Fire Attunement Swap: Change it to look like Arcane Power but with the fire attunement symbol
Sigil of Geomancy: Lower the height of spikes to height of shortest asura, lower the # to 5
Auras: Change from bubbles to silhouettes
Protector’s Strike: Make less blue and more transparent
Arcing Arrow: Lower the height of the smoke to the height of shortest possible asura
Disable the ability to rez defeated players
Change blue team to yellow team: blue effects on blue’s points can be hard to see
(edited by Super Riceman.8702)
We’re getting the fix for these issues to you as quickly as we can.
The additional matchmaking improvements go beyond what has been discussed here, and will take longer to implement.
Will we have to wait the same amount of time for rewards to get people to play PvP
or ways to deal with 1x/2x/3x/4×5?
I think the matchmaking could be mitigated if there were just more people playing
1. Responding on forums
2. Incentives to PvP
3. Process of fixing bugs
I think if we were in the loop more, it wouldn’t be so depressing to wait since we know the direction and changes the game is taking
There also needs to be reasons for people to PvP
finally, bug fixing must be faster and more frequent, try to fix some every 2 weeks rather than grouping them in one big patch
(:<) Necromancer
Marks: Change from proximity trigger to manual activation
This would mean that marks wouldn’t automatically trigger when people step on them (cannot be used like traps), so the necro cannot just fire and forget, and there is more opportunity to dodge them.
Mark of Blood: Reduce Bleed duration by 70%, increase by 14% for each enemy hit
Enfeebling Blood: Reduce Bleed duration by 50%, increase by 10% for each enemy hit
Ideally AoE bleeds wouldn’t out do single target ones, this would mean the necro has to aim for the maximum # of targets to get the most out of the bleed. In smaller fights it would make the necro not as strong (EX: 1v1 at mid at necro comes to help)
Spinal Shivers: Change remove to steal
It is very slow w/ casting. Stealing would give necro access to boons they can’t easily apply and gives incentive to use Focus, Chill of Death, and Spiteful Talisman
Terror: Move to grandmaster
Its a little stronk for a master trait
Death Into Life: Change to heal yourself when you reach 0% life force, cooldown when you gain 40% life force
There should be more trait interaction w/ the class mechanic outside of soul reaping, the cooldown would reset when you reach 0% then gain back up to 40%.
Protection of the Horde: Change to 2s of protection when a minion dies
You need a full minion build in order to get enough toughness to still not make it worth it. This change would mean that you would actually get decent damage mitigation if you only used reanimator and a full minion build would still get something decent too.
Dark Armor: Change to 400 toughness when below 40% life force
This would give incentive to playing with a low amount of life force rather than building to 100% or only using Death Shroud when you are being bursted. It would also mean the necro isn’t as weak without deathshroud.
Tainted Shackles: Remove the initial torment and delayed immobilize, only torments if bind is not prematurely broken
The risk vs reward is not there for torment, immobilize also doesn’t make sense on this skill if torment only damages when moving. It might have been there if the necro has to maintain distance the entire time to get any torment
Deadly Strength: Change to 3% dmg for each condition on you
I think there should be more things that discourage the heavy use of conditions the way retal and protection discourage power builds.
Spectral Grasp: Increase projectile velocity
This is too easily dodged making the skill useless.
Dhuumfire: Change from on crit to when Dark Path/Doom hit, or when Tainted Shackles doesn’t expire early
Fetid Ground: Change to Unholy Feast
This would be another way to buy time in downed state since it can remove things like aegis, stability and protection. Fetid Ground is useless anyways.
(edited by Super Riceman.8702)
And My Axe!
I think the dmg scaling should be changed from % of enemy hp left to distance from enemy when casted, the longer the distance the more the dmg.
That way it rewards timing and positioning, not pressing it over and over again
[Guardian]
Zealot’s Speed: Change it to give 25% speed boost if you have not taken dmg in the last 3 sec, swap its position with symbolic exposure
Revenge of the Fallen: Make it deal damage to the killer of a spirit weapon
This gives spirit weapons a way to survive (or de-incentivise their death) without needing to buff their health
Kindled Zeal: Change its conversion to reduced incoming condition duration by 1% per 2% of outgoing condition duration
There should be reasons to go 30 zeal other than just for a laugh, this is a passive defense against conditions that is not immunity which is strongest for condi duration users
Signet of Wrath: Change the active effect to recharge Virtue of Justice
Shimmering Defense: Change its effect from burning to shield of wrath
Strength of the Fallen: Make it give 2s of stability when a spirit weapon is killed
Spirit weapon users need a way to stay on capture points without getting cc-ed off
Eternal Spirit: Swap it’s position with Spirit Weapon Mastery
This would allow spirit weapons to survive longer, justifying their stupid cooldowns
Healing Breeze: Make it’s skill type consecration
This would gilette shave its cooldown, and increase the healing
Binding Jeopardy: Make it trigger on blind, apply 2s cripple instead of vuln
Allows greatsword and sword to stick to targets better, more cross trait/weapon synergy
Stand Your Ground!: Remove Stun-Break and move to Retreat!
It is a go to skill because it breaks and prevents stuns for a group. This would force people to be more proactive or use other skills.
Retreat!: lower cooldown to 50s
Orb of Wrath: Change it to Wrath[Downed 1 Ability]
Gives scepter a reliable auto-attack, synergizes with VoJ
(edited by Super Riceman.8702)
[Mesmer]
Feedback: Set on your position if there is not a target selected
This would make mesmer stronger at defending points or themselves through the projectile reflection and blind if traited
Arcane Thievery: Reduce the cooldown to 32s
Mimic: Blocks the next atk and change echo to the blocked attack
Decoy: Activatable a 2nd to kill illusion and swap to it’s position
This would be a way to not use portal and still be useful
Signet of Inspiration: Change passive to give 3s of swiftness every 10s out of combat and 2s of protection every 10s while in combat
Mirror of Anguish: While they are alive, Phantasmal Defender and Disenchanter receive incoming disables for you.
Everything that is not portal, illusion of life or blink id not good enough to justify not taking portal, illusion of life or blink.
Veil: Make it apply revealed debuff for 1s to enemies
Phantasmal Warlock: Change scaling to scale of off how many condis the creator has
Mantras: Changed number of activations to depend on how long you are able to cast before interrupt/finishing
Portal Entre: Make it a diff color than Portal Exeunt
Winds of Chaos: Change chance for vuln to chance for another bounce
Cleansing Inscriptions: Move to Adept Tier
Signet of Midnight: Change it to send 2 conditions to the last created clone/phantasm
All the signets have long cooldowns so even cleansing inscriptions would not be sufficient
Signet of Domination: Increase cast time to 1/2s, change active to swap positions with target enemy or downed ally
Its similar to Vengeful Spirit’s Swap in that it is used to set up kills or save allies. It allows you to be somewhat mobile without the standard utilities and be more supportive
Signet of Illusions: Add stun break to the active
Phantasmal Mage: Change confusion to bleed
(edited by Super Riceman.8702)
[Ranger]
Heal as One: Also make it cure any conditions that both you and your pet share
This would be an indirect nerf to aoe condis, making single target stronger and forcing enemies to aim better
Stone Spirit: Change passive from %chance rng to after every 3rd disable received
Frost Spirit: Change passive from %chance to attacking a foe with swiftness
Storm Spirit: remove passive and move its’ effect to the active
Sun Spirit: Change the active animation to a signet-like effect so it is less confusing, Remove passive and add the burning to the active
These passives function on % chance which means they encourage spamming since the more attacks you make, the more opportunities to proc there are.
Nature’s Renewal: Change it to function more like Toss Elixir R
Rather than a instant up, it would heal % over time
Spirit Actives: Require ground targeting w/ Spirits Unbound and when summoning
More control for the ranger, adds need to aim spirit actives
Stability Training: Change it to 2s of stability for self/pet when you swap to those pets
More incentive to use those pets, better ability to hold points
Intimidation Training: Change it to 2s fear nearby AI-controlled foes when you swap to those pets
Shared Anguish: Change it to trigger every 3rd time you are disabled
90s is too long, punishes enemies who spam
Trap Potency: Make it still reduce the recharge, but change longer conditions to transferring 1 condition
Gives trap ranger other method to remove condi
Quickening Zephyr: No negative effect if used while pet is dead
Remorseless: Change it to: If your attack is dodged the next attack crits
A way to deal with builds that dodge a lot
Vigorous Spirits: Remove 2nd part
Unnecessary if changed from a % chance
Enlargement: Also trigger when they are at 25% hp
Sharpening Stone: Make unblockable
(edited by Super Riceman.8702)
(+)Warrior(_)—-
Berserker’s Stance: Change from immunity to: For 8s any condition you receive is copied to it’s sender
Arcing Slice: change apply quickening zephyr (debuff) to target for 2/3/4s
Brutal Shot: Change vuln to 1s stun
On My Mark!: Also make it remove a boon
Shouts can have a way to deal with stability and this skill shouldn’t suck
Stomp: Make it ground targetable like Seismic Leap
Sprint: Make it cripple target for 3s
Rush: Add 2s cripple
Kick: Make it transfer a condition
Physical Utilities lack any way to deal with conditions on the user
Distracting Strikes: Change confusion to 3s Haste (debuff)
A way to deal w/ chronic dodgers
Powerful Banners: Change dmg to removing cast time on summon
Plant Standard: Reduce cast time to 1/2s
Adrenaline: Spent even if attack misses or is blocked
Inspiring Battle Standard: Change to 2s of stability when banner is summoned and when planted
Rending Strikes: Raise chance to 50%
Armored Attack: Change it to 7% bonus dmg vs foes w/ protection
Rampage: change its’ skills to physical skill type.
(edited by Super Riceman.8702)
Im ok if they get baffed, so long as they don’t get buffed
RIP In Piece Physical Utility Skills
Elementalist Make-A-Wish Wishes
Fire Shield: Change it so it still gives 1 stack of might on hit, but removes a boon from the attacker
This will be enough to deter constant attacks without needing to be like the other auras
Gale: Reduce the cooldown to 40s, because its way too long
Lightning Flash: Make it a Leap Finisher, this will give more access to auras w/ staff or focus
Arcane Blast: Make it Pierce and transfer a condition because Arcane Skills can’t do anything about them
Cleansing Fire: Reduce the cooldown to 35s
Mist Form: Make conditions not tick down in this form
Conjure Earth Shield: Make it break stun for creator and whoever picks the 2nd shield, because there is no way for conjures to do this currently
Fortify: Remove the rooting effect
Serrated Stones: Bleed a foe when they critically hit you, this benefits from both stats provided in this tree
Diamond Skin: 40 toughness for each stack of might, there should be other ways to be defensive outside of water/arcana
Flame Barrier: 40% chance for all attacks in all attunements, it has a very small opportunity to actually trigger now
One with Fire: Transfer a condition when flame barrier triggers, there are no traits for condition removal outside of water/arcana which pigeonholes elementalists
Signet of Fire: Change the active to 2s of quickness
Persisting Flames: Make your Fire Fields give .5s of stability every second
This buffs Lava Tomb and Focus which has the longest fire field duration on the class among other skills.
Glyph of Elemental Power: Make the next five attacks apply a condition for their attunement instead of rng, change cripple to bleed, No one likes RNG
Glyph of Lesser Elementals: Make them pull a condition from you when summoned and every 25s, Glyphs cannot deal with conditions
Glyph of Storms: Make it give projectile reflection for 1s
Deep Freeze: Remove the self rooting effect
TLDR: Fire traits, Earth traits, Conjures, Glyphs and Focus are too weak, these would be the least possible amount of changes needed to make them good.
(edited by Super Riceman.8702)
(Thief Wish List)
Pistol Whip: Increase stun to .8s
Back Fighting: Change to gain 3s retal when struck from behind, cooldown 10s
it still benefits from power damage and its better than the old one
Body Shot: Increase vuln duration to 5s
Haste: No negative effect if used while below 50% hp
Spider Venom: Also transfer a condition on next 5 attacks
Venoms cannot deal with conditions on the user and this would be away to do that, buffing Venom sharing and support thieves
Unload: [also] give reflection for 1s
Scorpion Wire: Make it pierce, switch pull to knockback (only pvp obcourse)
This gives thieves a way to get people off of point besides damage, making them better at defending points on their own
Ice Drake Venom: Make it [also] give 4s stability, affect allies if you have Venomous Aura
If there are other sources for groups stability, someday there may be teams without guardians.
Hard to Catch: Increase dodge distance to 500
Ricochet: Make pistol skills bounce every 5th attack
Larcenous Strike: Change to removing up to two boons if attacking from front or steal if from side/behind
Lowering just the # only encourages more spamming to make up for the nerf, this would reward skilled use and timing just like venerable Colonel Radec
Infiltrator’s Strike: remove the immobilizing attack and add to infiltrator’s return
This would still be able to close gaps but the immobilize would be applied defensively because its part of the return skill, rather than the way it is now as a set up for other attacks.
(edited by Super Riceman.8702)
(Engineer Wish List)
Change skill 2 to Acid Bomb:
It can be countered by Immobilize/Cripple/Chill, not a disable or interrupt, rewards smart use of auto attack since its the only way to rotate
Throw Junk: Change chance for chill to immobilize, weakness to vuln
Immobilize is supported by other traits, vuln benefits power/crit engi
Personal Battering Ram: Make it transfer 2 conditions
the entire gadget type has no way to deal with non-movement conditions
Overcharged Shot: Change the self-knockback to a backwards leap like Acid Bomb
This will still move you backwards but not put you in a vunlerable position
Throw Mine: Change Remove Boon to Steal Boon if you are in the blast radius
Gadgets don’t get access to the defensive capabilities of the other skill type, this gives a gadget build access to protection, vigor, regen and stability through the enemy
Kit Refinement: Remove the global cooldown and give them different individual cooldowns, Global Cooldown makes this suck
Accelerant Packed Turrets: Move it to adept tier because there are not many adept traits that affect turrets in this trait tree
Performance Enhancement: Change it to 35 healing power for each stack of might, the conversion thing sucks skritt, and this can be countered by boon removal/steal
Rifled Barrel Turrets: Move it to master tier, this would not be worth 30pts even if turrets are made stronger.
Rocket (Rocket Turret Toolbelt): Daze for .1s
Empowering Adrenaline: Make it give 2s of quickness on the use of a gadget
Napalm Specialist: Increase bonus to 45%
Static Discharge: Make it shoot to your selected target, regardless of the toolbelt’s target. This often misses with skills that don’t target the enemy
Adrenal Implant: No negative effect when you gain quickness
Utility Goggles: Make it apply 3s of revealed to enemies in a 600 AoE
Mortar: Change to a kit, remove minimum range.
Stationary+Min Range makes it a bad skill
Armor Mods: Change it to 2s of protection on toolbelt use,
there are not enough traits that deal with the class mechanic
Flame Turret: Make it’s health/armor equal to current value of canine pets
Thumper Turret: Make it’s health/armor equal to current value of drake pets
Rifle/Rocket: Make it’s health/armor equal to current value of cat pets
Turrets do not last long enough to justify their cooldowns, their cooldowns are different so survivability should vary also
Automated Response: Change it from immunity to :copy any conditions you receive while under 25%hp to their sender
I think there should be things that deter condi spam but immunity is a little much. This will still deter condi burst but not render it useless.
Incendiary Powder: Change to burn on next attack after using a toolbelt skill
(edited by Super Riceman.8702)
Arena Net’s custom arenas should be limited to 5v5 so there is less zerging and it is more like a tournament game.
Pt reward for capturing/neutralizing a point should be team wide still incentive to do it, deters multiple allies from rushing to a point
Pt reward for standing on an uncontested point should be moved to contesting a point. roaming is encouraged with out adjusting pt reward for kills/assists and deters multiple team members trying to capture the same point.
Instead of a pt scale, each rank from rabbit to phoenix should be attained through completing a set of challenges with each class, Dragon being achieved by getting all other ranks.This would(1) keep dragon as a long term goal (2) represent skill and not farming (3) encourage players to use a variety of classes (4) allow players to quickly aim for specific skins without farming
The tournament win chest should be changed so that there is a chance to get a Custom Arena Token, Black Lion Claim Ticket, or a Karma consumable.
gives incentive to PvP for PvE-ers, PvP-ers can sustain a Custom Arena through PvP
Add a setting to toggle the quality/race of other player’s character models.
allow better performance(fps) and allow a way to eliminate the racial advantages/disadvantages without needing a minimum height setting.
[Spirit Watch]
Spirit Watch: If the orb is brought to a team owned point it should knockback enemy players, If to a neutral point it instantly captures it, The orb should also be changed to not reward points.
This would allow other professions to bunker while still being able to knock enemies off.
[Temple of the Silent Storm]
Meditation of Stillness: Change to Capture Points produce no points for 30s
Meditation of Tranquility: Set all capture points to neutral
Meditation of Ferocity: Change it to make the next ally that dies respawn instantly
these changes are designed so that the winning team cannot cement their lead with the secondary mechanic but they still have to defend them so that the other team cannot make a comeback
[Skyhammer]
Skyhammer: Change from dmg/stun to disabling floor/jump panels in target area for 10s/ destroying any enemy combo-fields
Skyhammer eliminates all the need for skill and aiming because it does massive damage while being undodge-able, this would still be able to affect the course of fights without doing massive damage
[Raid on Capricorn]
Swap positions of cannonballs and mid point
No one likes to fight underwater because of how hard it is to kill people. Moving the mid point to the ship would also mean it is in range of the cannon which would make it a more important mechanic to use. Cannon balls would be reason to go underwater
[Forest of Nifhel]
Change NPC effect from stat buff to neutralizing keep
This would mean the secondary mechanic is more situational rather than something you do by default. Also encourages teams that can roam and deal damage rather than a team of bunkers
[Legacy of the Foefire]
Soldier: Require stomp to kill, give warrior down state
Caster: Require stomp to kill, give ele down state
Lord: Change Shield Bash to Shield of Absorption, Require stomp to kill, give guardian down state
E-SPORTS Finisher: There should be a Stomp Finisher in the gems store which a portion (80%) of the gems spent on it going to tournament prize pools. This would be an easy in-game way to support the competitive scene.
Now We Are E-Sports Clothing: Similar to E-sports finisher in that it goes towards prize pools. An accountbound pvp/pve/town clothing set with the phrase Now We Are E-Sports to show your support.
Champion Titles: Make starting PvE equipment available to each class by earning their respective champion title
Send players back into matchmaking queue if it can’t assemble 2 full teams
Give karma reward when you give a custom arena time token for someone else’s arena
Add a secondary reward chest when you come back from a losing streak of 3 or more matchmaking games: More incentive to keep playing despite rating loss
Add XP reward for solo and team arena games: so PvP doesn’t mean putting a halt to lvling
Allow players to call target on points from the minimap, only show up on their team chat: Similar to pinging way points or points of interest or targets
Allow a 3m pause command for authorized shoutcasters and custom arena owner when progress is disabled
Make comp switch to Gw2.exe and play a sound when a tournament queue pops: this would allow people to alt-tab and still be notified if there is a game ready
Change hot-join so that you join a random team instead of choosing one when you enter, remove option to switch teams but keep volunteer option if people leave: That way there is a chance all the good players won’t all be on the same team.
(edited by Super Riceman.8702)
[Warrior]
Berserker’s Stance: Change from immunity to: For 8s any condition you receive is copied to it’s sender
Arcing Slice: change apply quickening zephyr (debuff) to target for 3/5/7s
Hundred Blades: Change from a channeled skill to a attack chain
Brutal Shot: Change vuln to 1s stun
Frenzy: No negative effect if used under 35%hp
On My Mark!: Also make it give 14s swiftness that ends when you attack
Stomp: Make it ground targetable like Seismic Leap
Sprint: Make it cripple target for 4s
Kick: Make it transfer a condition
Throw Bolas: Allow it to pierce
Distracting Strikes: Change confusion to Haste (debuff)
A way to deal w/ chronic dodgers
Unsuspecting Foe: Make the bonus last 1s, cooldown 4s
There should not be a reward for spam, there is still a reward for keeping a foe disabled since they can’t contribute to a fight but the warrior does not win by pushing buttons fast.
Rending Strikes: Raise chance to 45%
Armored Attack: Change it to 10% bonus dmg vs foes w/ protection
Vigorous Return: Change it to restore % endurance when you heal
Spiked Armor: When disabled, apply 4s of Frenzy(debuff) to enemies 120 AoE around you.
(edited by Super Riceman.8702)
[Ranger]
Heal as One: Also make it cure any conditions that both you and your pet share
Signet of the Hunt: Change active to make you and your pet immune to cripple, chill, immobilize for 8s
Signet of the Wild: Also give stability to yourself
Sun Spirit: Change the active animation to a signet-like effect so it is less confusing
Sharpening Stone: Also make it cure 1 condition for the next 5 attacks
Nature’s Renewal: Change it to function more like Toss Elixir R
Spirit Passives: Change it from %chance to after X amount of attacks (dif for each)
Stability Training: Change it to 3s of stability when you swap to those pets
Intimidation Training: Cleanse cripple, chill and immobilize when you swap to those pets
Circle of Life: Change it to trigger when disabled, cooldown 60s
Shared Anguish: Change it to trigger every 3rd time you are disabled
Trap Potency: Make it still reduce the recharge, but change longer conditions to transferring 1 condition
Quickening Zephyr: No negative effect if used under 50% health
Remorseless: Change it to: If your attack is dodged the next attack crits
Vigorous Spirits: Remove 2nd part
Enlargement: Also triggers when they are at 25% hp
(edited by Super Riceman.8702)
I think the %chance to trigger incentivizes spamming because the more attacks you make, the higher chance to trigger
If it occured after a certain # of attacks and then goes on cooldown for 10s, there is a guaranteed way to trigger it but it has to be timed right to work in the ranger’s favor
And Natures Renewal should be like Toss Elixir R rather than an instant thingy
I’ll toss in some of mine since my original thread got sent to die in the suggestion forum
Add Custom Arena Tokens, Black Lion Keys, and Karma Consumables to Tournament Win Chests: PvE incentive to PvP, Ability to sustain a custom arena solely through PvP
Change pt reward from standing on point to contesting a point: It will stop multiple people from trying to cap the same uncontested point, rewards roaming
Make pt reward for capturing/neutralizing points apply team wide That way there is still reason to cap but no one is losing out from not getting their first
Limit Anet Custom Arena Sizes to 5v5
Make Skyhammer only available on player-owned custom arenas
Add Settings to adjust the quality of other player’s models/ what race they are: Eliminates racial advantage
Change the way rank is determined Functioning on a pt scale incentivizes farming and rewards those who exploited skyhammer. It also makes it so that getting certain armors take way too long.
Change it so that ranks rabbit-phoenix are based on specific challenges for each class in tournament games and make Dragon achieved by obtaining all other ranks. It will encourage variety in tPvP, not reward farmers and be an actual representation of skill with all classes.
It will also allow PvP players to be able to quickly acquire specific gear but still keep dragon as a long term goal
Excuse me, how reliable is this information???
It’s not. He’s just posting what his ideas that will never see the light of day.
Lies! Evan told me it would happen in a dream I had.
[Mesmer]
Feedback: Set on your position if there is not a target selected
Arcane Thievery: Reduce the cooldown to 30s
Mimic: Blocks the next atk and change echo to the blocked attack
Decoy: Activatable a 2nd to kill illusion and swap to it’s position
Signet of Inspiration: Change passive to give 5s of swiftness every 10s out of combat and 2s of protection every 10s while in combat, Change active to copying boons from all nearby enemies to yourself
Chaotic Revival: Rename it, Make it trigger when you are disabled, cooldown 15s
Mirror of Anguish: While they are alive, Phantasmal Defender and Disenchanter receive incoming disables for you.
Bountiful Interruption: Steal a boon when you interrupt
Veil: Make it apply revealed debuff for 2s to enemies
[Thief]
Pistol Whip: Reduce whipping animation, allow rotation while rooted
Heart Seeker: Change its dmg scaling so that increases the farther you are from the target when you cast
It should not reward spamming
Vital Shot: Increase power scaling, move the bleeding from this skill to each attack on Unload
Haste: No negative effect if used while below 50% hp
Spider Venom: Also transfer a condition on next 5 attacks
Unload: Make it bleed on each attack, give reflection for 1s
Scorpion Wire: Make it pierce
Ice Drake Venom: Make it give 4s stability, affect allies if you have Venomous Aura
If there are other sources for groups stability, someday there may be teams without guardians.
Hard to Catch: Regain initiative when you are crippled, or immobilized (cd 10s)
Ricochet: Make pistol skills pierce
[Guardian]
Zealot’s Speed: Change it to 5s of swiftness on weapon swap, 1s if its already on you.
Revenge of the Fallen: Make it deal damage to the killer of a spirit weapon
Kindled Zeal: Make it block every 5th condition when virtue of justice is not on cooldown
Signet of Wrath: Change the active effect to 3s of quickness
Shimmering Defense: Change its effect from burning to symbol of judgement
Inner Fire: Make it give fire shield when burned for 4s
Strength of the Fallen: Make it give 2s of stability when a spirit weapon is commanded or killed
Eternal Spirit: Swap it’s position with Spirit Weapon Mastery
Healing Breeze: Make it’s skill type consecration
Searing Flames: Lower the cooldown to 12s
Smite Condition: Change remove condition to transfer condition
Binding Jeopardy: Make it trigger on blind, apply immobilize instead of vuln, cannot affect same target twice within 10s
(edited by Super Riceman.8702)
hi
can we be friends?
[Elementalist]
Churning Earth: Remove the self rooting because its cast time is slow and obvious
Fire Shield: Change it so it still gives 1 stack of might on hit, but removes a boon from the attacker
Gale: Reduce the cooldown to 35s
Lightning Flash: Make it a Leap Finisher
Arcane Blast: Make it Pierce and transfer a condition
Cleansing Fire: Reduce the cooldown to 35s
Mist Form: Make conditions not tick down in this form
Conjures: Make autoattacks not count towards charges
Conjure Earth Shield: Make it break stun for creator and whoever picks the 2nd shield
Fortify: Remove the rooting effect
Conjure Lightning Hammer: Make it create a static field around the 2nd hammer
Serrated Stones: Bleed a foe when they critically hit you
Diamond Skin: 50 toughness for each stack of might
Flame Barrier: 45% chance for all attacks in all attunements
One with Fire: Transfer a condition when flame barrier triggers, there are no traits for condition removal outside of water/arcana which pigeonholes elementalists
Signet of Fire: Change the active to 2s of quickness
Persisting Flames: Make your Fire Fields give 1s of stability every second
Glyph of Elemental Power: Make the next five attacks apply a condition for their attunement instead of rng, change cripple to bleed
Glyph of Lesser Elementals: Make them pull a condition from you when summoned and every 25s
Glyph of Storms: Make it give projectile reflection for 1s
Deep Freeze: Remove the self rooting effect
(edited by Super Riceman.8702)
[Engineer]
Change skill 2 to Acid Bomb: It can be countered by Immobilize/Cripple/Chill, not a disable or interrupt, rewards smart use of auto attack since its the only way to rotate
Throw Junk: Change chance for chill to immobilize, weakness to vuln
Personal Battering Ram: Make it transfer 2 conditions, the entire gadget type has no way to deal with non-movement conditions
Overcharged Shot: Change the self-knockback to a backwards leap like Acid Bomb
Throw Mine: Change Remove Boon to Steal Boon if you are in the blast radius
Kit Refinement: Remove the global cooldown and give them different individual cooldowns
Accelerant Packed Turrets: Move it to adept tier because there are not many adept traits that affect turrets in this trait tree
Performance Enhancement: Change it to 35 healing power for each stack of might, the conversion thing sucks skritt
Rifled Barrel Turrets: Move it to master tier, this would not be worth 30pts even if turrets are made stronger.
Rocket (Rocket Turret Toolbelt): Knockdown for 1s
Elixir R: Remove cast time or lower it to 1/4s
Empowering Adrenaline: Make it give 2s of quickness on the use of a gadget
Modified Ammunition: Change it to 3% dmg and 3% crit chance per condition
Napalm Specialist: Increase bonus to 45%
Static Discharge: Make it shoot to your selected target, regardless of the toolbelt’s target.
Adrenal Implant: No negative effect when you gain quickness
Utility Goggles: Make it apply 3s of revealed to enemies in a 600 AoE
Mortar: Change to a kit, remove minimum range
Armor Mods: Change it to 3s of protection on toolbelt use, there are not enough traits that deal with the class mechanic
Power Shoes: Change it so that sidestrafing is the same speed as forward movement
Flame Turret: Make it’s health/armor equal to current value of drake pets
Thumper Turret: Make it’s health/armor equal to current value of ursine pets
Rifle/Rocket: Make it’s health/armor equal to current value of cat pets
Exploit Weakness: Weaken targets when you immobilize them
Automated Response: Change it from immunity to :copy any conditions you receive while under 25%hp to their sender
I think there should be things that deter condi spam but immunity is a little much. This will still deter condi burst but not render it useless.
(edited by Super Riceman.8702)
Change Pt reward from standing on point to contesting a point: Roaming is fun and worth it, discourages multiple people from standing on an uncontested point.
Make Pt reward for capturing/neutralizing apply team wide: This would stop people from racing to points and leaving when someone else gets there first but it would still
give reason to cap it (friendship is magic).
Make Skyhammer exclusive to custom arenas
Change the way rank is determined: Rather than function on a pt. scale like lvling, make ranks rabbit-phoenix based on specific challenges for each class in tournaments (like achievements but actually feel like achievements). Make dragon earned by completing all other ranks. It will encourage players to try the other classes. This will allow a quick way to get specific rewards without rewarding farmers. Dragon will still be a long term goal because all the other ranks still have to be completed first.
Limit Match Sizes for Anet Custom Arenas to 5v5: If hotjoin is supposed to be preparation for tPvP it should be formatted similarly
Add Custom Arena Tokens to Tournament Win Chests: This will make a custom arena sustainable solely through PvP
Add Karma consumables to Tournament Win Chests:
Add Black Lion Chest Keys to Tournament Win Chests:
Stop PvE notifications while in PvP
Announce PvP tournaments (actual tournaments, not matchmaking) through game-wide notifications: It will help in viewership and maybe get more people playing pvp
Make the PvP Locker function like the items in the achievements tab: This will allow you to retrieve items you have unlocked on whatever character you want without having to transfer from character to locker to character. Also prevents PvP items from affecting PvE Character’s storage.
Add settings to adjust character quality/what race others are viewed as
(edited by Super Riceman.8702)
No matter what style you play
spend 15 pts in water tree and get cleansing wave (the 5pt grants hp regen and 15pt is an aoe heal)
10pts in arcana for elemental attunement (boon whenever you swap attunements)
Since its almost october here is a drawing, if you are familiar w/ 40k you might recognize them
#8/15th-karl
- The back of an elder dragon
- Crystal Desert
- A map that has the tiny objects from wintersday
- Airships from Arah SM
- Branded section of blazeridge steppes
Whirl finisher on axe #2
blast on #3
anet pls
long queue into game that doesn’t have 5 players on both sides
skyhammer lag
bump for static discharge
Why should Unscathed Contender have you deal more damage the more scathed you are?
logic——————————————————————————————you
Because conditions are supposed to reduce your effectiveness in combat but it counter-acts this by giving you increased dmg. So you may not be able to attack as often or as accurately but each atk hits harder, the one strong atk is equal to several normal atks so it is as if you are unscathed by them. Contender also implies offense so its +dmg dealt.
Its not like there are not other traits that don’t follow their name,
Glacial Heart; nothing implies critical hits, heart has nothing to do with the effect or the weapon it affects
I would think that effectiveness would outweigh how appropriately the name fits or whether or not it follows some scientific effect
furget naming anyway, they could name all the traits after MLP characters and I would have it that way so long as the traits are actually useful.
(edited by Super Riceman.8702)
Zealot’s Speed: Gain 5s of swiftness on weapon swap, 1s if you already hav it (similartostaff)
Guardian moves with the speed of pvp development.
Binding Jeopardy: Triggers on blind, applies immobilize instead of vuln, cannot effect same target twice within 10s
Blind is available on the weapons w/ more multi-hit skills which can trigger virtue of justice more often, there are also other traits that affect blind, immobilize would help these weapons and blind/burn/immobilize all benefit from the condition duration given by this tree
Revenge of the Fallen: Make it deal dmg to the killer of a spirit weapon
Kindled Zeal: Block every 5th condition applied to you if virtue of justice is not on cooldown (every 3rd with Supreme Justice)
I think there should be someway for an offensive build to have condi removal and this is deep enough in the tree that it would discourage use in a bunker-ish build. This would be unique from other sources while also tying into the class mechanic
Signet of Wrath: change the active to 3s of quickness
U don’t need immobilize, there is already a knockdown signet
Searing Flames: Lower the cooldown to 12s
Shimmering Defense: Change effect from burn to symbol of judgement
The symbol can still hit enemies multiple times and burn them through virtue of justice. It also might help when you are at 25% hp
Inner Fire: Gain fire shield when you are burned, cooldown 12s
Unscathed Contender: Deal 2% more dmg for each condition on you
Strength of the Fallen: Gain 2s of fury when a spirit weapon is killed/commanded
Eternal Spirit: Swap its position with Spirit Weapon Mastery
Smite Condition: 2 conditions cured, dmg scales per # of condis
Symbolic Power: Changes symbols from light fields to fire fields
Healing Breeze: Make its skill type consecration
W/ the traits, it wouldn’t have as long of a cooldown, you would be able to heal allies w/ out facing them, and the +duration would also help
Wrathful Spirit: Spirit Weapons get 2s of retal every 5s
(edited by Super Riceman.8702)
Dave taken da henje!
I think there should be an option for custom announcers like in dota 2
I saw evan lesh post something and I wanted to twist his words to aggravate him and give hope to the community
“If you own a custom arena, you may notice that some commands may not be working. This is a temporary change that will be reverted in the next regular patch in two weeks. The reason behind this is to slow down the speed that some players are acquiring glory with the use of these commands.
There is an upcoming change that will allow custom arena owners to enable or disable these commands. When enabled, progression will be disabled.
Affected commands:
/gamestart
/gameend
/setscore”
Does this mean that rewards will be reworked in two weeks so that skyhammer farming won’t be the only viable method of ranking up? Will there be rewards for PvP?
<3 the templates, it would make things so much nicer.
I think one complaint though is the way stats are so different in PvP vs PvE. This isn’t just the actual number of stats you get, which I think is fine as is, because PvE/WvW damage is stupidly high, but also the way you get stats. In PvE if you want to run full berzerker but want just a wee bit of defenses, you can swap out a single accessory from berzerker to soldier. In PvP you get two choices; amulet and jewel. You can do a bit of tweaking with runes and traits, but often times your build is too dependent on specific runes/traits that you can’t just change things around to get a bit more precision.
I think they could reduce the stats the amulet gives and increase the stats on the jewel,
or they could just split the amulet/jewel into 5 pieces of jewelry like in PvE
Just finished reading through all 12 pages. Thanks to everyone for 12 pages of positive and constructive feedback. Keep it up and keep in mind these are updates from just the skills team so try to focus on skills traits and other combat related stuff.
Jon
What will come on the 17th?
I think there is more room for anti-stealth capabilities on stuff like; Utility Goggles, Ambush and Spectral Grasp.
You need to realize the Dev’s have to be very careful of abilities that reveal stealth. Unlike games the majority of players who compare GW2 to other games and their stealth mechanics, the big difference for GW2 is that stealth is not perm for any class. Some only have certain skills that can do it, and making those skills to the point of useless because “everyone” all of a sudden has easy access to stealth reveal would significantly hurt several classes.
This change alone could mean I’ll have to be very cautious approaching a ranger on my mesmer as Decoy is almost guaranteed to fail depending on implementation (active / passive ability).
Even w/ just these three, they aren’t on every class and are not “easy” choices to make.
I don’t think everyone should get it but there are clearly skills that could be helped.
Utility Goggles alone wouldn’t make stealth useless because of how the player has to decide between a stun-break or a kill.
Spectral Grasp is slow and dodge-able. Ambush requires them to pass through a specific point and like goggles, it has a long-enough cooldown that you don’t just fire and forget unless you are sure you can win.
I think there is more room for anti-stealth capabilities on stuff like; Utility Goggles, Ambush and Spectral Grasp.
There are also many skill types that don’t have any way to deal w/ conditions.
That’s because there is no incentive to defend. You get NOTHING to defend except spare change-like wxp and karma. There literally is no reason to defend, there is more reason to let the ball drop and recap. And for a game where keeping the points you have is equally as important as gaining points from other sources, they sure do a bad job of rewarding the defense.
If you give incentive to defend, you will have the opportunity to kill something that isn’t programmed.
I said this in another thread, and I’ll repeat what I said here for clarity, the issue with rewarding defending currently is a problem with a way the content is built and how it determines participation. Until we solve that problem, we won’t be increasing the rewards for defending because it is far too easy to game the system. That is why escorting Dolyaks is not very rewarding. Once we do solve that, we will make big moves to incentivize defending so that people who are helping out, whether it be escorting yaks, or defending objectives will see more rewards for doing that.
Maybe make the Dolyaks move faster per nearby ally, increased by up to ten allies. There would be incentive to guard them since it is helping your team overall even if you are not participating in big fights/being in other areas.
Conversely there would be more incentive for the other team to split up into small teams to stop these faster dolyaks
They promised one month that they would focus on bug fixing and the actual # they addressed was disappointingly low.
I have the feeling this will be the same case in october because they are relying on “next patch” again and every aspect of this game has over-hyped and under-delivered.
Why does X need to be separate from other classes? There are so many duplicate skills and traits across professions in this game.
X needs to be separate because both forms suck so it wouldn’t be any better if there were guaranteed ways to get either form
I think if you make the effect based on what weapon(s) you equip, you can remove the randomness and get guaranteed effects for in/out of combat
H can give protection w/ p/shield, regen rifle , and vigor p/p. Always vigor out of combat
B always give swiftness out of combat, retal w/ shield in combat, might w/ p/p, fury rifle
U give wall of reflection w/ rifle or p/shield, smoke screen w/ p/p and when out of combat
S stealths w/ p/p, stability w/ p/s or rifle
As for X, it needs to be separate from the other classes.
One idea I had was making your attacks lifesteal for 10s. It would be a boon to bursty engis since you can heal-up from very low hp but you are still succeptible to disables/conditions/etc.
Random pvp is probably that persons way of referring to hot-join, in hot-join you enter through the PvP Browser NPC. In hot-joins you can enter and leave at any time, teams can have up to 8 people, games can be spectated.
Don’t listen to them when they say do hotjoins bcuz of your rank. Rank does not determine skill and you won’t improve much by playing hot join
The difference between tournament and hotjoin is that; each team can only have 5 people, rewards are different (chest from tourn, no chest for hotjoin), Queing (waiting to join a match), team members can’t be replaced during the match, and you get ranked on a leaderboard for playing tournaments.