(edited by Super Riceman.8702)
They have discussed a glory to gold conversion in the last state of the game. I don’t think they will just throw one out quickly unless the want to have the same issues they had w/ champion loot bags.
They have not discussed the progress on this idea/what the conversion rate will be but this issue is being worked on, in the same state of the game previously mentioned they admitted that playing pvp is like halting your progress/profits in PvE/WvW and that they want to deal w/ it somehow.
We are aware of this and are taking steps to mitigate this type of play.
This is probably because its hard to rank up/certain rewards locked behind rank and because hot-joins/CA are usually more rewarding in both glory and rank points.
If rank is easier to obtain (lvling curve for ranking up flattened/lowered), there wouldn’t need to be huge changes in how rank rewards you and it will lessen the need to Skyhammer farm since it won’t be the only viable option to rank up.
That then leaves the issue of tournaments being less rewarding, even if it is possible to rank up, many will still just shoot for the most rewarding path. One of the things that could mitigate this is changing the reward for killing other players/other actions . Because of the way it works, it will usually be better to kill (or any other action) in hot-join since there are more players to kill more often and it is much easier since people are less skilled and move in zergs.
Rather than reward points on each kill (or point capture, etc.), you should be rewarded at the end of the match and have the reward scale depending on if you are in a tournament or not.
That way 3 tournament kills (captures, etc.) can be just as rewarding as 20 hot-join kills. It lessens the use of hot-joins to earn rewards and makes them just a method to test out builds or have quick games w/ out worrying about dishonored. It also encourages people to finish the game, moreso than how it is now.
It takes a long time to bring out basic features that don’t work, it will take longer to make them work.
That isn’t the way anyone wants it but that is the way it is.
So basically nothing important just secondary fluff. More we know these things are problems and we are working on them but we don’t know when they will be ready. New Amulets and map fixes whoopee. How about making your leaderboards and game enjoyment worth something by fixing match making and decay. You put in your first pass at a decay months ago and its been a fail for months. Your game punishes people for playing. Your matchmaking system frequently has people ranked in the top 500 versus people not in the top 1,000. These things should be your priorities!
They are on our priority list we just are not allowed to talk about it when we don’t have a designated release date
I know you have several things on this priority list but if your team really is larger than 2 people why does everything take so long? It is very discouraging to see the living story teams move heaven and earth every two weeks, but the only updates to pvp are basic features that don’t even work.
It also doesn’t make sense to only talk about it when its ready (when there is a clear release date) considering all these things have been released when they clearly were not.
Off the top, gust has too long of a cooldown and unsteady ground is unnecessary since there is already access to immobilize. It would be better if it applied small amounts of torment since it scales w/ the stats from earth tree and combos w/ the other abilities better.
and maybe make water blast ground targeted so you can actually take advantage of the healing.
Maybe they’ll delete FS, move the evade to shadow return, and increase LS initiative cost to 4. So you cant evade into boon steal and it will be expensive to steal everything.
Maybe not the gear scaling thing, but I wouldn’t mind the ‘all skills/traits unlocked’. add a retrainer npc and we got the real jam going down.
It would be nice to have a quick way to change up builds w/ out leaving the dungeon.
I had idea
Power Spike: Damage target and increase their next skill’s cast time by 1/4s
Veil: Applies revealed debuff to enemies for 2s
Some mo ideas
Tornado: Change to not be a transform, creates a tornado that moves 1200units in front of you launching foes w/ a 150 radius, cooldown 60s (Janna)
Ether Renewal: Change type to arcane skill, increase base cd to 18s
This would give more advantages to e.r. and arcane since it can apply conditions to nearby foes (Elemental Surge and Shard of Ice) but it also can restore endurance w/ Arcane Energy. Would recharge almost as fast as now w/ arcane mastery
Dragon’s Tooth: Activatable a 2nd time to drop the tooth instantly but recharge is 3x normal.
There are some guardian skills that have a 2nd activation for a improved effect but longer recharge. This is the same idea so an ele can decide between 1 instant tooth or 3 delayed ones.
We have to keep this thread alive or else devs will nerf us again
They have 3 ways of gaining stability. A trait that gives them stability when you try to CC them, Balanced stance and Rune of Lyssa.
They also have the elite banner skill
There is some use in almost every dual wield skill, everyone except for unload.
The problem lies w/ the skills design, if it does too much damage then thieves will just spam it. Too little dmg and it won’t be used. In my humble opinion, the skill must be reworked to be balanced and useful beyond just being spammed.
Dual Shot: The next ranged attack shoots 2 projectiles. Costs 2-3 initiative.
Essentially, this will double the effect of the next ranged attack by making 2 separate projectiles. The only exceptions would be Infiltrator’s Arrow (no change to this skill) Choking Gas (no change) and Black Powder (no change)
The initiative cost is high enough that it will burn through your ini if spammed but cheap enough to save more initative than using an ability 2x
Thoughts?
I’m not the biggest expert on warriors but it wouldn’t take that to see this skill sucks, I would like to discuss some ideas.
Idea1: Launches
this would give gs the strongest available cc but balances it by being only single target and not as long as the mace or sword. The only problem is that there is no interesting way to scale this w/ adrenaline beyond how it already scales
Idea2: Grants quickness, 2/3/4s
Better way to scale the reward to adrenaline lvl, coincides w/ 100b/autoattack, not boon reliant so warrior is less like guardian.
Idea3: Transfers condition, 1/2/3
Also good way to scale reward, utility for gs beyond dmg, blockable, missable, able to be interrupted
Lower CD of warrior shouts to ~10 seconds = Viable new support build.
On the topic of cd reduction, I would reduce fear me to kitten and on my mark to 18s. They both are not good enough to wait that long
While the progress has been slow, their priority is making sure that whats already in the game works.
That means matchmaking, rewards (it is in the game its just a piece of skritt), leaderboards, etc.
While other modes would be good, its more important that they get basic things working before they start expanding.
I just watched this interview w/ one of the devs and I’ve never seen so much dodging since I played against thieves.
I’m not going discuss the interview, I was just wondering why so often it is impossible for devs to actually answer a question.
I have not seen anyone pleasantly suprised by the patches outside of some people in PvE, what is the purpose in keeping the community in the dark on these topics? (I’m not talking about the story points mentioned in the interview)
Ele is not ’ok for the most part"
Water Blast: Make this ground targetable
The healing aspect of this skill is unusable unless you or your allies are in melee range of your target. If you can target the ground you can more easily heal yourself or allies since you are not reliant on the enemy’s position or facing the ground. Kinda like a better version of faithful strike.
Unsteady Ground: Make it apply torment instead of cripple.
Cripple doesn’t make sense since there is already access to immobilize on this weapon and torment benefits from condi dmg (coincides w/ the earth attunement/traits) rather than cripple (benefits from condition duration which would fit more w/ fire tree). It would have the same effect as cripple (reducing enemy movement) but benefit from condi dmg.
Gust: Lower the cooldown to 20s
It only knocksback which is the weakest CC of them all, but for some reason it has a stupid long cd.
Churning Earth: Make it not slow your movement.
The skill has a long cast time and locks you in-place, unless a-net expects you to always slot lightning flash to land this, it should be changed. The enemy would still be able to dodge or interrupt you but at least it would be okay.
Flamewall: Make the field duration extended by 1s every time an enemy enters
There is no fear when the enemy enters this field, it will do nothing to deter them. At least in this way, it would discourage them because they wouldn’t want to help you.
Fire Shield: Make it convert 1 boon on the enemy to burning, still grant might
The auras are all designed to deter the enemy from attacking you but the might is not worth taking the hit and the burn is not strong enough to deter one. Boon removal would prevent them from attacking as much but not be the same effect as other auras.
Freezing Gust: Steal all the targets movement buffs (superspeed, swiftness, vigor) and transfer all your slows (cripple, chill, immobilize)
Comet: Reduce the cast time to 1/4s
Gale: Reduce the cooldown to 35s
Arcane Blast: Make it transfer a condition and pierce.
No arcane skill that deals w/ conditions, even the combos won’t help u w/ that. It is kinda weak too.
Cleansing Fire: Reduce the cooldown to 35s
Lightning Flash: Make it a leap finisher
Mainly for staff; it would give them another aoe heal, aoe daze, fire and frost armor.
Mist Form: Make the conditions not tick down while in this form.
Its unfair that it makes u immune to power damage but not condi, and attributes to the condition bias in this game. It wouldn’t allow you to pull off uninterrupted heals but it would be good again
Conjures: Make autoattacks not count against charges
All of them are so weak it doesn’t make sense to count against the few charges you have.
Conjure Earth Shield: Make it break stun for the creator and any allies in 100aoe of the 2nd shield.
It would still be a fairly long cooldown but it would be a way for conjures to break stuns and have an advantage over the other ones.
Magnetic Shield: Reduce cast time to 1s, increase target limit to 5
Fortify: Remove self-rooting effect
Lava Axe: Projectile Finisher
Explosive Axe: Blast Finisher
Burning Retreat(Lava Axe): Cures cripple, chill and immobilize
Conjure Lightning Hammer: Creates static field around 2nd hammer.
Deep Freeze: Remove the self rooting effect
Glyph of Elemental Power: Instead of a chance, it should be guaranteed to apply for the next 5 attacks, switch cripple w/ bleed
Glyph of Elementals: Earth takes 1 cc intended for you after summoned, Fire takes retal and confusion dmg for you, Water pulls 2 conditions to itself when summoned and every 25s
Glyph of Storms: Transfers a condition each time it hits.
Because its reliant on a target, the enemy can still avoid the area or interrupt them to prevent condition removal
Signet of Fire: 2s of quickness on activation instead of burning
Flame Barrier: 45% chance on all attacks in all attunements
Burning Precision: gain 5s fury when you burn foes, cooldown 5s
One with Fire: Transfers 1 condition whenever flame barrier triggers
There are no condi removal traits that are not in water/arcana
Persisting Flames: Fire fields give 1s stability per sec and take 1 boon on foes per sec
Tempest Defense: Reduce cooldown to 40s
Serrated Stones: Bleed an enemy when you are critically hit
This would benefit from both stats in the earth tree
Diamond Skin: 55 toughness for each stack of might
This would make so many fire traits d’awwesome, huge benefit to fire shield
Also no balance changes next patch so don’t play until October 15th
https://forum-en.gw2archive.eu/forum/pvp/pvp/No-Balance-for-sept-17-oct-1-patches/first#post2782603
(edited by Super Riceman.8702)
what exactly have you been doing the past 2.5 months?
Maybe changes to the reward system but most likely nothing. All that seems to have been announced is that there is no point in playing pvp until october 1st
Sept 17th = no balance
Oct 1st = yes balance
So what can PvP expect if there is no balance changes?
I have the feeling that all of this is hyping up the october patch and that will disappoint as usual. Plus I don’t expect anyone to play between now and then
(edited by Super Riceman.8702)
We have way too many good traits in the tools line, and not enough in the others.
Wat?
Always Prepared, Kit Refinement, Packaged Stim, Scope, Armor Mods, Adrenal Implant
.#3 would likely lead to another dungeon featuring an early boss that people just rush to and leave.
edit: # at the start of a line makes a numbered list…
I wouldn’t really imagine it given out in huge packs, 45 of the tokens would be spread out among various tough enemies (maybe 3-9 tokens per miniboss/objective, this would depend on which dungeon it was) and the final 15 for the last boss fight
The point is that you would get some small amounts of tokens as you go through a dungeon so that you would get 75% of the tokens when 75% of the dungeon is complete rather than all of it at the end so it would be somewhat discouraging to sell spots at the end if you weren’t getting a significant portion of the rewards for only participating in the boss fight. Some amount of tokens has to be reserved for the final boss fight so that not everyone would quit near the end because they would only get 3 tokens for the final fight.
and for the unitiated, Kool G Rap is a skilled hip-hop artist from Queens, NY who has had an influence on many of the rappers people consider to be G.O.A.T.s like Notorious B.I.G., Nas and the RZA.
https://www.youtube.com/watch?v=lF3gwrpy8p4
Matchmaking assembles a team of 5 similarly skilled players and then finds another random group of 5 to get their kitten kicked
There are more bad traits that they could repurpose for gadgets.
Empowering Adrenaline: 2s of quickness when you use a gadget
Always Prepared: Gadgets recharge when you reach 25% health (cooldown 60 sec)
And as for the skills themselves, only rocket boots is fine as is.
Recharge is way to long for slick shoes (35-42 sec would be good)
PBR does too little even now. If it transfers conditions and gives stability it would solve two problems; lack of gadget condi-removal and lack of stability for the class.
Throw Mine is the same, it would be better if they changed remove boon to steal boon that way gadgets could hav some access to boons to make up for lack of defense. Toolbelt could also hav a standard circle pattern instead of the random one.
I had ideas for dungeons that popped into my head while playing.
- Story Mode Paths also give a green quality back piece and a chance for an exotic/ascended back piece. The backpieces are account bound
- The Bonus Gold for All 4 paths of a dungeon resets when you complete all 4 paths.
- Spread the token/gold rewards (not counting bonus gold) throughout the dungeon at various points so you get some of the tokens as you go along rather than all at the end.
- Make dungeon runes not soulbound.
- Instant Repair cannisters drop at certain points in the story paths, chance for drop in arah em and CoE em
I know this won’t be read because Living Story is more important than all other parts of the game but I was wondering what other people who do dungeons more regularly think.
(edited by Super Riceman.8702)
Alright, so clearly it’s a short name (around the same length as Scar), Scar has 4 letters, so does…..
Xeph.
Half-Life 3 confirmed
I do know that we get previews on some major things but there are problems w/ that.
The Implementation of many of these things aren’t up to the standard that would keep players satisfied and off the forums.
Leaderboards don’t really matter because ratings shift too much or don’t decay enough.
Some feel that there the initial price of custom arenas is too much and there is no way to maintain one through pvp unless u get lucky w/ dyes.
There are not enough people playing Solo/Team so queing is long, many times you won’t load in w/ a full team on one side, facing the same people, and some one-sided games.
Spectator is not for tournament games so its harder to learn from better players considering many of the games you can spectate are nothing like what a player would experience in tPvP and CJ said it may take 1 year w/ a team working on it.
Skyhammer seems to be unliked by most and people don’t like getting temple frequently
Those things did get added to the game but because of their quality, its not really worth noting. If someone asked me if the game changed in this year I would say no because what was added is not good enough to impact my experience w/ it.
I do know that QoL issues have been addressed but pre-josh davis, it was almost worthless to post bugs because there was almost no acknowledgment of their existence or progress on being fixed. This was evident w/ Phantasmal Berserker and turrets. Even turrets only recently had their rate of fire bugs acknowledged and no one knows how that has progressed.
How can you even say that? If you honestly think you put more into this game than we do, you have absolutely no concept of what we do on a regular basis.
No, it was not dishonest. I had a great time with the players, and it was a sad occasion to have to watch half of them lose in the tournament. We spent a lot of time together this weekend, and had a lot of fun. There’s nothing forced about that.
I think its because a lot of people put effort into posting suggestions and discussions about the games issues and are dissapointed by the patches most of the time because issues have not been addressed and suggestions have not been acknowledged.
We don’t know what specifically the team is doing but we are never really told enough about it either.
This also adds to the issues w/ the patches because, (specifically pvp); the patches are not quick enough, don’t contain a lot of changes, and tend to bring in more bugs/issues while not addressing many existing ones.
If we knew what the team was working on/progress, people would probably be more accepting of the quality of patches.
If devs are like nuclear submarines but deliver big-time on patches, people are more accepting of the less of communication.
Because of the combination of both, people are not happy with whatever the team is doing on a regular basis and feel that what they suggest/discuss is done w/ more effort that whatever the team is doing
And I’m sure you had fun but I as a player did not. I do not believe that what was shown at the tournament is good enough to bring any new players or keep any existing players. It seems that it was a waste of $10k and an anniversary.
I feel that Incendiary Powder should go on the attack after toolbelt. Burning is pretty good but the enemy has no way of telling if your attack will crit. If it is given a signet like effect the player and their target have a way to know that the trait will trigger so both can react to it accordingly.
Some of them like Sharpshooter should stay on crit so that condi users use another stat but like w/ IP there should be some way to indicate to the player and target when it will trigger. It would help w/ learning the traits and help players counter it since there is an indication of whats causing the extra bleed.
Since Go for the Eyes already has an ICD I think it should affect other things like flame thrower and rifle turret (if they allow it to crit) so its not too niche to be useful but still requires a dif stat. Or they could just make it trigger after toolbelt use.
TLDR: If the traits stay on crit there should be some visual/audio effect to show it will trigger
1. Add merchants that convert glory to PvE stuff like karma (to buy equipment), and XP so going to PvE isn’t as much like starting a new character.
2. Make custom arena tokens a possible reward from tournament chests. Since you would get the token directly instead of the gems to buy it, it would not affect conversion prices
3. Add a way to spectate tournament games but make it delayed by 5 min instead of watching it live.
4. Similar to WvW/PvE , add a setting that toggles the quality of character models and which race you see all others/allies/allies+you/enemies only
5. Make summoned allies hp bars and name tags smaller
(edited by Super Riceman.8702)
There is no point in being loyal to a losing team, and considering that they only recently noted “most improved” as a good suggestion, it seems like it might not arrive at the same time as leagues.
The Box says world class pvp.
It should never have been built and hyped if they wouldn’t give enough resources to deliver on that promise.
- They are unwilling to adapt their philosophy of a slow and steady balancing and fail to see where this has gone wrong in the past. The meta is entirely dictated by their “non-whack-a-mole” balancing, but they still insist players can afford to build independently of the flavour of the month and be viable in their skewed matchmaking system.
I don’t think they stand by their philosophies because they say they don’t want whack-a-mole balancing but prepare a huge nerf for kit refinement over a photo shopped image. The build was destroyed not toned down.
They want things out when they are ready but they released PvP when it clearly wasn’t and they made a tournament for the game when it wasn’t ready to be shown. I doubt any more people will play because of what they watched and many people who did watch it are leaving.
Regardless of whether the reason was PAX or not, balancing shouldn’t have been delayed for 2 months because it wasn’t in a state where it would be ok to leave alone for 2 months. The tournament did not have to be on the anniversary and could have been saved for a time when the game was more enticing. This might have led to a tournament that brought new players in rather than a sign thakittens-’ current player base should quit.
They don’t want gems/gold in PvP because it will cause inflation but release champion loot bags which they were aware would cause inflation.
The only part they have adhered to is being slow
More suggestion/solution threads won’t help if they still move with the pace of a 2 person team. PvP doesn’t need more suggestion threads, it needs an actual team.
Power has no power
When will Fire, Air and Earth Traits become good?
Living Story has 4 teams, when will PvP get one complete team?
When will the dev team realize that turrets, spirit weapons, gadgets and conjure weapons exist?
How long will it take for the team to fix the turret bugs they only recently found out about?
Maybe make them apply on the next attack after toolbelt use and give them an effect like signets when used
IP, Acidic Coating, and Go for the Eyes won’t need ICDs since they are applied less often unless you have rifle turret and 30pts in tools.
They will be as strong 1v1 as they are in a group.
Plus both the engi and the target will know when the attack has an extra effect
It would probably be better if some of these are left a mystery. If they attempt to explain it, it will probably be disappointing and even more sloppily done.
I think it’s a great character for the type of content. Keep in mind she’s only there to toss some events at you. She can’t deliver 10 page monologues while that’s going on.
Also keep in mind you just had a very political event with the election. Why should they follow that up with something else serious? Why not let them mix it up so you’ll be more moved when something big does happen. You can’t expect with an ongoing plot for them to lay out all the coming secrets.
I don’t think it would have taken 10 page monologues
If she had only one impressive story instance I would have been interested. The instance that we got along w/ having to be within 10 min of the invasion starting shows that they can’t make large events and interesting instances.
And I don’t expect them to lay out all the coming secrets but I do expect it to make me interested in finding out more. This release makes me not want to take part in future living story releases.
I don’t hate or like Scarlet but like all the other characters in the game, she is very boring. She certainly isn’t original and while that doesn’t have to be done w/ all characters, its not like the type of character they were going for w/ her is done well. I have nothing against her, she is just very boring and I would rather play some other part of the game.
I also felt the Watchknight twist was so dumb and predictable from the beginning. It would have been better if they just came out of no where instead of trying to make them into a surprise.
If this was to set the tone for other living story releases then I’m uninterested for at least until next year
Fixed by 2nd Anniversary
I hope arena net hires more people to look for bugs on the forum
They’ve said the target limit is due to a technical limitation
If they changed Mortar to a kit; it wouldn’t need a higher hp pool since there is no secondary target for the enemy, it wouldn’t have to rely on kittened AI since its not firing on its own, and it would solve issues w/ positioning/range
And two turret elites is redundant as Supply Crate already includes turrets.
Thanks for the report!
Can you take a look at turret bugs if you have not already please?
https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-Turret-Bugs-compilation/first#post2638080
I think it would be a lot simpler to make it give 5s swiftness when you are critically hit w/ kitten cooldown. Or some other benefit when critically hit (fits w/ the stats and other traits from inventions.)
Im not sure another X% of Y as a bonus to Z will be picked up any more than it is now.
Scarlet sends her regards.
Whatever will happen, it will probably be disappointing if the personal story/living are indicative of anything.
I would just swap its position w/ poison volley so I can have something that isn’t reflected back at me w/ pistol/shield
I think they just need to improve the traits for earth, fire and air to make spending more time in each attunement as strong as quickly switching between them
And I think the class itself should have its base vitalitiy in-line w/ the base vit of engis and rangers so there is less need to trait in water or get vitality stat just to survive
Please Based God let a dev read this;
Prayer to Dwayna: Knocks back in 210 AoE
While the skill does scale better than most, most other healing skills have a secondary effect that outdoes the bonus from Dwayna. This would make the skill unique and useful w/ out becoming similar to one of the class skills
Prayer to Kormir: Each condition cured grants 2 sec of stability.
Some of the classes struggle w/ reliable sources of stability, this would fill those holes and justify its cooldown
Reaper of Grenth: Also applies torment every 3 sec
It doesn’t seem to do enough to be an elite skill, this would do that and give classes w/ out access to torment the ability to use it
Avatar of Melandru: Reduce cast time on skill 1 to 1/2sec, skill 2 to 1+1/2sec, Skill 4 to 1 sec, Skill 5 to 2 sec
Also none of this would affect sPvP and tPvP since racial skills are not in there so this can be included w/ out affecting the upcoming tournament
(edited by Super Riceman.8702)
I feel i need to bring up this topic again since nothing substantial has been done to focus to make it good.
Gale: The cooldown is way too long for what it does. A more reasonable one would be 38 sec.
Freezing Gust: Freeze the target for 2 sec. (similar to frost bow 5 )
It seems too weak to just chill one target especially for a short duration.Obviously they would need to fix the deep freeze effect so you can use stun breaks to escape it but this would give the skill its own niche w/ out being a similar or better version of ice burst. Having it freeze would also allow set up for comet which would mean they wouldn’t need to buff it (or at least not as much)
Flamewall: removes a boon each second and grant 2s stability to allies the first time they cross it
Fire Shield: When attacked, your attacker loses 1 boon and is burned.
The idea behind the auras seems to be discouraging the enemy from attacking you but the burning isn’t enough to do that. In this way, burning wouldn’t have to be touched and the enemy won’t attack as much.
Water Blast: Make it ground target-able.
Ice Spike: Make a blast finisher, increase cooldown to 8 sec.
Conjure Earth Shield: Make a stun breaker. Remove the self-rooting effect on Magnetic Shield and Fortify, Make Crippling Shield a projectile finisher
Conjure Flame Axe: Make explosive lava axe a blast finisher, Make Flame Leap cleanse movement conditions. Skill 1 20% projectile finisher
Conjure Lightning Hammer: Make Static Swing and Thunderclap not count towards charges used. Lightning Storm steals 1 boon from each enemy hit.
Conjure Frost Bow: Make Water Arrow ground target-able and fix its’ tooltip, remove the self-rooting effect on Deep Freeze and lower its duration to 3 sec
Conjure Fiery Greatsword: Remove the self-rooting effect on summon and on Fiery Eruption
Signet of Fire: Grants 2 sec of quickness
I guess the burning is okay but it seems very redundant w/ every version of fire attunement, flame axe, glyph of elemental power and many fire traits. Quickness would make it unique and make more options for eles since they can get normally slow skills off quickly (ether renewal, churning earth, etc.)
Diamond Skin: Each stack of might gives you 60 toughness
The current version would require you to stack a lot of toughness just to get a small condi dmg bonus. This would make it use-able and create a way to tank w/out protection or reflection
Flame Barrier: Should be a 20% chance to trigger on all attacks in all attunements.
Glyph of Elemental Storms: Also removes 1 condition each time it hits
There seems to be no way to remove non-movement conditions w/ glyphs, this would be a chance to cleanse a full bar but there are ways to counter it, the enemy can avoid the area or interrupt you
Tornado: Keep access to healing skill and utilities, breaks stun if you manually exit
add bleed to dust tornado.
Burning Precision: Increase chance to 40%
Sunspot: Blinds for 2 sec
Burning Fire: Should grant reflection for 2 sec instead of burning
Fire’s Embrace: Also grants protection for 3 sec
Persisting Flames: Blast and Leap finishers you apply to fire fields grant stability for 2s
Strength of Stone: Damage taken reduced by 7% when attuned to earth
the original is very similar to internal fire except that I.F. is a adept trait
Obsidian Focus: Gain 200 toughness when you wield a focus
Soothing Winds: Gain 80 Healing Power when you have swiftness
Zephyr’s Focus: Endurance regenerates 60% faster in air attunement
Serrated Stones: Gain 30 condition damage for each boon on your target
One with Fire: Transfer 1 condition whenever Flame Barrier triggers
Ice Shards: 20% projectile finisher
Dust Devil: Whirl Finisher
Shatterstone: Creates a shatterstone that applies vulnerability to nearby foes each second until it is destroyed by damage or secondary activation.
Swirling Winds: Ethereal Field
Gust: Lower Cooldown to 24s
Flame Burst: Blast Finisher
Chain Lightning: 20% projectile finisher
(edited by Super Riceman.8702)
I think they can keep condis the way the are but make vitality somehow reduce their effectiveness similar to the way toughness mitigates power damage.
That way there is a way to build against both specs w/ out needing many nerfs to conditionsWhat I suggested wouldn’t happen anyways. Its far too late for that kind of a change, even if it was for the “better” it would be terrible for the game because people just get used to stuff.
I don’t think its too late, they’ve made large sweeping changes before (quickness, blind)
I think they can keep condis the way the are but make vitality somehow reduce their effectiveness similar to the way toughness mitigates power damage.
That way there is a way to build against both specs w/ out needing many nerfs to conditions
Kvothe de Lutgardis
Kvothe au Rideaux
Kvothe O’Kais
Kvothe la Durmand
Kvothe de Ashford/Ossa/Ebonhawke

