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Thank you for such a positive presence in the Rev community man! It really does make a difference. Your video’s are really great. Keep em comin please!!
Look bro if the class sucked I’d make a TRUMP video telling the world we can make the REV great again…BUT until than…My rev kicks kitten and chews bubble gum…AND IT IS ALL OUT OF BUBBLE GUM…People that cry and whine about this class WANT to be OP…But once it is OP than they laugh and say LOL SO BROKEN….So u cant make them happy…Those people will only be happy once they Find Jesus…
Maybe …. Dunno…We can hope….But jesus is a start
make a LETS MAKE CONDI REV VIABLE AGAIN. unless it’s viable? any1 tested with vipers?
it doesn’t seem like this has been read and therefore i decide to bump this. i checked the list of pending bugs etc
it happened to me too during pvp. i noticed suddenly my elite activated after only trying to activate protection buff, but the whole dragon thing came out instead losing my ability to stack protection
hello,
the trait in retribution called Dwarven Battle Training is bugged. here is how it was tested:
the tooltip made me notice this first of all, then i went ahead and tested if the tooltip was bugged or not, but it wasn’t the tooltip, it was the trait that was bugged:
weakness original effect: -50% endurance regen, 50% fumble.
after picking the trait:
-75% endurance regeneration, 25% fumble. both should be 25% not only fumble.
i tested if the -75% endurance regeneration is actually 75% by letting a kind warrior apply weakness with his mace on me and i dodged twice to see how much i regen during 10 seconds. the trait made the regeneration slower, thus the trait is bugged
i agree and feel you man. the speedruns gets way more boring to play than teaming with beginners… i think i’ll never go TA up zerk or SE p1 etc zerk anymore and remove the zerk part when i put pt in lfg.. i’ve been spvping so much probably just because of the boring elitist speedrunning constantly.. an elitist doing dungeons with beginners all the time… sounds odd and new.. i’ll probably live my dungeon experience more fun this way.
You keep using the term “speedrunning” in this post, but at the same time you’re talking about advertising for parties on the LFG.
Erm, what.
i’m talking about groups in LFG that says “speedrun” in them. those ppl want a boss killed under 20 sec. i don’t necessarily mean a speedrun that isn’t a pug. pugging successfully when advertising “speedrun” could actually get you 4 other elitist that know what they’re doing you know…
that wasn’t my point anyway. point is, partying with beginners and teaching them on your way to success is also fun, we should do that untill arena net decides to make challenging dungeons but fast unlike arah.
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i agree and feel you man. the speedruns gets way more boring to play than teaming with beginners… i think i’ll never go TA up zerk or SE p1 etc zerk anymore and remove the zerk part when i put pt in lfg.. i’ve been spvping so much probably just because of the boring elitist speedrunning constantly.. an elitist doing dungeons with beginners all the time… sounds odd and new.. i’ll probably live my dungeon experience more fun this way.
In other words:
“fix stacking, its broken and i have no idea what im talking bout”
that aimed at me or OP?
EDIT: my point being your comment sounded so childish, i’m wondering if YOU know what you are talking about
(there are many bosses blatantly meant to force you to maneuver, where people have found spots where you can just stand still and stack and win. This is clearly not intended.)
So if you respond to this, please make it constructive instead whatever that last comment was.
You don’t know the original intent behind stacking, and what you suggested basically makes it very difficult for people to melee bosses, since they all inevitably end up near each other. People actually stack on each other in front of the boss so that if the guardian puts up a consecration (as an example) they’re all guaranteed to be within the area. What would happen to them if your idea was implemented? Are all bosses to be ranged then? You’re not fixing what you think you want to fix, you’re creating a new problem entirely. Your “stack to win” bit further exemplifies your lack of understanding, much like the pugs that I see in corner stacks still even though the sole reason to do so for many bosses is gone.
I concur with Nike’s last paragraph – make new bosses, introduce interesting mechanics for us to test our mettle against. Make us all die for all I care. We’ll learn, we’ll return and we’ll flatten it somehow.
i think he meant condition stacking.. i would fix that stacking first before the melee stacking.. but imo it sure would be nice to have bosses that forced you to spread out or just go ranged instead of forcing you to melee. that would encourage more nade engis atleast, but they need a fix on cond stacking too.
i noticed when puggin on spider in AC, sometimes we stack, sometimes we don’t, sure, the icebow bursted it down fast enough when stacking. but it can easily be done spread out as well, in the end, the spider dies, but with something less repetitive which = more fun.
i’d just leave alpha the way he is as the only stack boss. he got too many ranged things it’d be a shame to rescript him
we just need a fix for condition stacking in pve.
while the suggestions could be modified and make it work, the easier fix would still be just friggin hotfix condition stacking on world bosses and dungeons.
or make pve conditions all 100% more damage and 100% less duration or even more.
here’s a suggestion:
just like bosses scale depending on how many players are present to make the boss have more health and damage. the boss could scale to receive 100% more cond dmg and 100% less cond duration for every 5 players present. that shouldn’t be such a fuss since anet technically already know how to scale stuff
that only means they initially liked pvp more and didn’t want to be forced to pve
Suggestion to fix condition stacking with a group of 5:
- Reduce the number of bleeds that players output while making bleed stronger. Increase the damage of a single bleed by 50% or 100%, but then cut the quantity or duration of the bleeds. The end result is that DPS is about the same, maybe a little higher, but each player puts out less bleeds and they don’t last as long.
-Burning; instead of stacking more duration from each player, only one player will stack his own duration, and the rest would create their own burning (in pve). lets be honest, this condition was broken ever since release, if you can seperate this, you’ve accomplished an important fix that gives this game more value and a lower level of “broken game”. however, you could put a limit to how many seperation can occur, like 4 or 5.
-we could always just increase the bleed capacity to 50 for pve content, dunno if someone knows how to do that though. confusion could also use a bit of more stacking
this is to fix an issue regarding bleed stacking in dungeons mostly. if you have more than one player capable of stacking bleeds, one will inhibit the damage of the other, which is bad and GAMEBREAKING and needs a hotfix.
if this creates conflict in pvp, imo just reduce all CD’s for cond removals OR just apply these changes for pve like confusion was changed.
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it shouldn’t be wrong to ragequit with a 200 or 300 score difference. please make dishonor not affect those.
or can we have a “surrender” option for the team to vote for? it will really save our time.
just think about it. how many are complaining about courtyard being boring kitten? due to when knowing that it’s impossible to win you still have to play till 500.
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nice to know no1 likes a mini hot fix
why are you trying to hide if teams are pre-made? wanna force us to ask?
bump bump byump bympby bymp
this thread is a whine/cry and a suggestion to solve the problem about how annoying it is to be waiting for so long at the beginning of every unranked game, this should be done to the ranked games as well but i don’t care much about the bunker fest games.
- first of all, that “change status” aka “click when ready” at the beginning of the game (wait time 1.5 minutes), make the window for “change status” in the middle of the screen or a bit above the middle screen. the window needs to be more annoying or else people will ignore it. if someone is truly not ready he will bear with the annoyance. every1 else is just being annoyed by the wait time.
- second, why 1.30 minutes wait time before a game? this is just too long if we say someone loads a map long.. could it not have been reduced to 50 seconds or so?
since i’ve got a genius suggestion imo, i wanted this to be an own topic, and the idea came up just when i was reading the “RIP..” topic.
how about, for the sake of balancing a team, when 4v5 occurs, someone in the team of 5 is obligated to be frozen at base or just invulnerable and immobile at his initial position, also unable to do anything.
with a volunteer option for the team of 5, for who would like to stay put untill the DC person gets back in time. the volunteer option is for the sake of determining who in the team of 5 would feel he would cause least impact if he was inactive. after the volunteer option is finished within 10 seconds.. a vote will have to be done within 5 seconds (in center of screen, won’t kill) by the team of 5 to which of the volunteers (if more than 1x) is most preferred as temporarily inactive untill the teams are 5v5 again, including an automated lowest MMR vote in case of a missing vote..
in the case of no volunteers, someone random with least MMR will have to freeze automaticly.
of course, punishing the leaver/DC would still occur. i’m also for the suggestion that atleast a maximum of 1.5 minutes waiting for the return of DC person before the DC person lose his chance to enter and do the winning. avoid guaranteeing the victim team of 4 a loss instead of giving them the chance to win again, the team could have been leading 300-200 and with a 1 minute DC the team could probably be like 350-280 is my guess and still have a chance when the leaver comes back at thsi time. this paragraph is off-topic, we’ll stick to before this one.
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yes, thanks for trying to solve temporary solutions. but unless the staff says they’re working on it, i’m most likely going to continue whining about this because no matter how many ways there is to check if you’ve done the dungeon, i still waste time and do a whole dungeon without realizing, it’s just the type of player i am.
i’m the type of person who don’t care what kind of loot i get from boss chests and never look at the crappy blue loot because they are never ever interesting and never will be as long as there are green or blue armor in them, no sense of reward AT ALL. thus, i don’t realize i’ve done the dungeon untill i get 26 silver as a reward for the dungeon only.
don’t think it’s wrong to ask for a feature in the game that simplifies this case for people who CBA opening websites or notes. i take notes for work, I seriously can’t be assed to take notes for a game. i’m sure i’m not the only one who thinks this.
@robert
how do i know if it’s in beta?
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while we’re on it…. add “inspect” option so that we can check who isn’t zerk in our dungeon runs =)
the “disengage” removes a cond.
achoo
Not perfect, requires some manual effort, but given the attention paid to dungeons…it’s the best you’re going to get.
thanks for the help
but yes, it’s really more dependant if it was auto
because the 20k backstab is bullkitten in spvp. only if you are fully buffed you can dish out those damages in WvW. and that’s saying he isn’t tanky in any form.
in spvp you do by average like 8-9 k dmg.
if you happen to buff yourselves with signet trait and on a cloth like elementalist, you may deal around 13k BS, put 4-5k cloak and dagger and it’s a one-shot since we’re talking spvp.
but that’s super rare and you will find yourself succeding with what you wanted after like 10 attempts failing the 9 other attempts just ending up dying. if you don’t backstab, you’re dead, you’ll end up thinking thieves are only good at capping with shortbow, which isn’t entirely true.
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you keep saying trolling..
i don’t think it means what you think it means
one does not simply just song gw2 classes :/
let there be some kind of list or in the achievement list for DAILY DUNGEONS COMPLETED…
i keep forgetting which dungeons i’ve done, it takes several minutes for me to remember if i did this dungeon or didn’t and i end up not so sure…
it feels very satisfying to be able to open up a tab or something and go through an ingame checklist to see what daily dungeon reward has already been awarded for this day. THE SAME way as daily reward, you could easily tell if it was awarded or not.
the hardest time for me to remember, happens when i’ve done a dungeon past midnight (reset time) then go to sleep, wake up and think i havent done the dungeons..
i mean heck I even made a whole coe run once just to end up noticing AFTER finishing the dungeon that i wasn’t getting any loot chest from any of the bosses. i just happen to be stupid and not notice those earlier as i got other things on my mind while doing dungeons..
can’t imagine the torment for ppl with alzheimer disease..
help!
oh cond build, my mistake, mixed p/d with d/p
atleast use the 26006 meta and rediscover that they aren’t as good as you think. you will be able to kill packpedalers in hotjoin with no biggie the rest will be a biggie.
i can confirm that toughness don’t work in mists for some reason but while in pve maps it did add toughness.
tested Deadly mixture on training dummies in shiverpeak (borealis forest) and it does seem to work as around 15% (we have no steady weapon damage)
it’s confirmed: no sigil for torment in spvp. however, sigil of generosity could be of help here.
i get 8-9 might stacks from sigil of strength with runes of strength:
1. it takes only about 10 seconds to apply them.
2. for s. of battle:10 sec (if we face reality, about 15 seconds) to get the 6 might stacks from swapping, add another 9 seconds to reach 9 stacks that goes back to 6 stacks. an estimation of reality considering no1 actually counts the seconds in their heads-> 22-25 seconds to reach 9 might stacks, and the 9 stacks goes back to 6 stacks fairly quick
3. this third reason is the most comfortable: sigil of strength is a passive. meaning no seconds need to be counted in order to not waste any seconds that provides longer duration of higher stacks.
it’s “overrated” (not “over” for me) for a very good reason IMO. and works most optimal in dungeon runs. for pvp it’s situationally good.
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add all three solutions.
1. option to upgrade the kits skins
2. always show the weapon on the back when equipping a kit and enabled “do not show hobo-sack”
3. give the option to turn on and off
extra: the predator should modify them.
how fun would it be to have condition specs unable to kill anything after adding resilience like in WoW lol..
…
I think the only build with higher skill cap is the good old fresh air SD build.Where is the big skill in mashing all possible buttons at once and one shorting people or be killed.
Its lame.. None of those one shot build needs much skill.
Skill is reacting to your enemy’s moves and taking the right decisions.
I never understood where the skill should be in one hitting anybody..I play dd ele since beta BTW.
for spvp
some people focus on being a support for their team. namely the zerk nuke support type in order to win and try to avoid 1v1’s and engage large battles just for the sake of winning.
though this never works for me because the team is usually to stupid to not walk in alone vs 3 instead of seeking help (wait for respawn of them) only after battle starts it usually works, but then?
and in some cases the team is too bad dying constantly, forcing me to cap points and face 1v1’s, although the 1v1 works great vs thieves, unofortunately you won’t be facing bad thieves in arenas later on.
anyway, if the team won’t cap points, say for example, the map with waterfall:
if waterfall and quarry is taken and the team is struggling to get GY. the opposing team will keep getting respawns to GY, defeating you slowly. they have no means to send reinforcements to other bases as it’s capped, thus it’s a loss for struggling team.
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true, even staff became slightly more viable after the latest patch.
Sadly, A.Net has a mysterious love for promoting skilless deadly builds (hambow war, PU/condimantra mesmer, spirit ranger, MM necro ecc).Did any of you ever heard about that Ele placing in the Top 10 world pvp chart using a conditions based + Earth Shield conjurer build?
Me neither.
no no no no. you still haven’t seen what the latest patch had for an impact on ELE’s.
you clearly haven’t played the new condition spec. i did the 6/0/6/0/2
although earth shield is not needed, sure it keeps you tanky abit longer, but not needed imo if running scepter/focus.
to devs:
this is a question about what will happen to spvp Armor currently being worn at patch day.
you said this:
“As of April 15, there will no longer be PvP items in the game. The look you set for your weapons and armor in PvE and WvW will carry over into PvP”
if i have a set i prefer in spvp, and a regular chain mail armor in pve. will this;
1) pve gear replacing the ones being worn in spvp (and not stored in the locker or unlocked) ->making us loose the set
or
2) pve gear replacing the ones being worn in spvp and the ones that was currently worn in spvp is automaticly put to the “unlocked” list in wardrobe
since whatever we wear in pve, we will have that set in pvp. which set will be replaced and is there any loss of any set by not storing any spvp gear in the locker?
i need to know this in case i need to put my spvp cultural in locker before it’s being replaced.
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The new trend is going to be high-rank players playing in starter gear and pwning noobs with legendaries!
dude ofcourse..
imo we need thunderstorm that does about half damage per attack, with more wider and faster attacks in air attunement as well lol.
staff ele’s are meant to cover big areas, in air the skills are just so useless.
edit: half thunderstorm damage compared to meteor storm damage.
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lol and we all know the current meta is all about the trait line “critical strikes”. so why not add #3 in a that trait line (MINOR TRAIT) just to ensure this #3 system is forced upon zerk DPS users and not the other builds.
thief is a high dmg, fast dead class, and as soon as you learn to evade his first 2 attacks, he is almost out of initiative. And a thief without initiative does no dmg and if you do it right he is dead.
i agree with this. but what bothers me is that the opponent has too little time to execute his attacks when effort was made to avoid the burst attacks. meaning that, dodges, blocks, invulnerables should be paid off and considered the counter to thieves.
this leaves me to say that either the initiative cost/regen needs to be modified.
1) increase cost of high damage skills by several points. and then increase the initiative regeneration to encourage other skills to be used to escape and wait for the initiative to regenerate.
or
2) decrease initiative regeneration by alot, but decrease the cost of the skills (by few not many, points) . (this will need a complete rework of thief skills)
or
3) decrease overall initative regeneration by (idk, u suggest) → after 3-4 seconds of not using any skills (except autoattack), the initiative regeneration is increased by 150% after that.
the meaning:
a thief uses his skills to burst some1 down. the opponent counters him with dodges → thief leaves himself vulnerable for a bit more than 4 seconds unless he has stealth skills or teleport utilities. (would suggest a decreased cost of initiatives for shadow return for this)
whats the meaning of initiatives? just think about it. so that thieves may burst quick and as soon as initiatives are depleted they are considered being under a “cooldown” to be able to burst again. well we don’t want to add cooldowns for a skill, but rather a real cooldown that matters when thieves fail to burst down an opponent.
i strongly support #3
You guys are making some really good points, thanks.
Do you guys think this should be a higher priority than other changes? Why?
it’s not that it needs to be higher priority, rather just include it in the list(why not next patch). but just add a “right click portrait” -> “invite to duel” in open world, and that is it. don’t allow it in certain areas for idk reasons and it should be fine and not take alot of work.
I have 2 bolts, I am not upset at all.
I have several alts that can now have the skin. I am pumped. !!
This.. the… words here… can’t get any more accurate. proved a point for everyone.
this guy “vladimer” just showed you that, for the future, this only affected everyone positively while you only have to let go of how much effort was wasted in the past and accept it. i like his style.
PvP gives us a tiny bit of coin. No matter how much you play pvp, you won’t be able to make as much as your average pveer. What’s the point in implementing “horizontal” progression when pveers can unlock the new traits multiple times faster than pvpers?
That is a valid concern, one worthy of its own thread. I should mention that this is only part of the rewards we have planned. We should have a blog post about that coming out soon™, but I’m not sure where it is in the schedule.
i hope it’s reconsidered. spvp in it’s state → not motivating me at all and just thinking atm of a fast way to level up my warrior now that i can’t get tomes.
Progression felt too slow, specially for those who played casually!
a dedicated loyal PvP player would have taken some crazy ammount of time (like 5 years) to achieve rank 80!Now they made it so it’s realistic for casual/Hotjoin heroes to progress faster and
Catch up with those loyal dedicated duumb players who actually spent thousands of hours actually playing games for which they were not rewarded for!It was apparent all along that the rank system would recieve an increase in gain.. IMO people should’ve seen this coming and waited with ranking up. They chose to invest time and thats their own fault.
hahahahahahhahahahahahahhahahahahahahahahahahahahahahahahahahha no
i hadn’t been able to connect this week to turn in my belongings.
can you please readd the npc into the game so i can get my books i farmed for?
could someone answer why we got only rank reward increase?
could someone answer why we got only rank reward increase?
could someone answer why we got only rank reward increase?
could someone answer why we got only rank reward increase?
could someone answer why we got only rank reward increase?
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hahahah spvp
you onl kil plyers. 15 silv u deserv hahahaha
i go dung i ern 1 g every run and get legendary hahahaha spvp so bad u get nothin
“rank” hahahahahahaha
hahahhahahahaa
…
hahahhahhaa
we go fractal cuz spvp is nub no golds
we need more golds cuz we kill other things than players hahahhaa. kill plants shootmachines and animals get more lolgolds. killing humans is bad that y u don get money u just violent criminls. hahahhaha
if u spvp then want to pve u have to start with much rank n title. that way ppl inv u to dung u don need 80 just rank 70. its k use 2 sigils in 2h next year u get 3x dmg hahaha
this issue seriously needs to be fixed
@ the swede, the damage numbers are just based on spvp numbers. im sure you could simply imagine how the numbers increase when going to pve, whats the big issue?
i’ve only played the classes in spvp, never geared them to exotics in pve. just mentioning that in my experience, being a bunker guardian in spvp, felt more pressure from power necro than from a power ranger.
i’m mentioning one point only, i know they lack supporting since they only have dark fields or poison. almost all dungeon runners prefers stacking might anyway. i personally roll guardian/warrior for dungeons.
ranks in spvp is a level up system of: “hey look how much you scored” aka leveling up. not a currency, that was glory, which is now meaningless to as it’s being removed. the only reward we’re left with is gold, and it’s god kitten low.
i doubt anyone have time to win 50 games in a day in order to reach cap and then go “hey ill call it a day”.
WoW had more logic in their 10 arena games per day cap, and players still did more arena games when they felt like it.
rank points isn’t a motivation. for low level players they would try to gain the points as quick as possible just to be able to craft better looking gears and that’s it. but when you are at 40 or 50, there is no motivation at all and for most, reaching 60 seemed to hopeless to go for considering the amount of time it takes.
idk but as a power necro in spvp, the 5 k crits LifeBlast per sec sure felt nice compared to the 6-7 k rapid fire casted for 4 seconds about and 10 sec ICD.
yes sorry (although it’s not my fault) about 10 sec ICD part, it says 10 sec ICD in tooltip but in wiki it’s mentioned the tooltip is wrong.
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