Lemongrass…..
-40% incoming condi duration.
It is a direct counter as condi’s damage is due to it not being cleansed.
Now, before you complain that they can use Rare/Super Veggie Pizza you’re just starting a circular argument. If you are both running +/- X you are both operating at normal values. Thus it comes down to player skill.
No need to remove defense phase, just add it to the possible rewards for defense.
All my precursors came from the trading post dungeon….
Don’t really see the need for it to given out as it supposed to be something you work towards. (Exception being given out for ToL, rationale that took a different kind of work).
Better suggestion?
A more proactive balance team.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: TexZero.7910
There’s already a giant thread about the price of the expansion.
Im sure a mod will merge this or delete it either way.
Lets not turn balance into even more of a popularity contest than it already is.
they just need to simplify timers as a whole.
All dailies should reset at 00:00 UTC
All guild related weeklies should reset Sunday at 00:00 UTC
All mode related weeklies should reset Friday at 00:00 UTC
This includes crafting, keyfarming, rich nodes, jumping puzzles etc… so forth and so on so players aren’t forced into remembering each and every menial timer.
15 kittens sacrificed
Attachments:
im not interested in quibbling over names.
however, i am genuinely curious to see if there was a break bar mechanic i missed out on because i didnt get far enough into the fight. or if other bosses will incorporate that design element. because its kind of a big thing that HoT is replacing defiance with break bars, but so far what ive seen of raids only uses this big thing as a teeny tiny awareness check. but frankly i can wait for HoTs release and to group up with my friends and have fun with them instead of finding the video of 1st kill world.
There is a reason why i said tutorial mobs.
Yes its a mechanic (in the fights), its one you really should be paying attention to as it is not only an awareness check but a mechanical check, if you blow your cc’s and have them all on CD during the split phase you’re waiting anywhere from 10-60sec based on the strength of CC used. (Ignoring thief cause cooldowns don’t exist for their cc).
Since Squad UI is primarily used for raids….
I’d like to bring up an additional feature that would be nice. The ability to have more than one tag present. I.E a true sub-squad. It’s okay to have a leader but when it comes to being mobile and having a designated tank it would help to isolate where to drop heals outside the generic on me calls or on the poor mans tag (Target).
I’m not sure how much more functionality we’re going to get either but adding multiple target calls of either different colors or types would be nice, alongside a do not attack target that removes the ability to even target said mob.
i only did about 5 wipes worth of tries in a group of 3 friends and 7 random pugs over the course of an hour or two, no gearing or comping up required because we were more amazed that raiding wasnt disabled than anything, but it was really fun and i look forward to the release even more now. we got the vale guardian down to the end of phase 1 and wiped to the 3 trash mobs on our last try, so that felt like pretty good progress considering when we went in only maybe 1-2 of had any idea what to expect.
i like the way raiding is shaping up, except for 1 thing… the use of break bars on the trash felt like a placeholder. the entire fights with them there was no way to proc a break bar window to get a burn phase or short reprieve from fight mechanics, and suddenly when they hit 1 hp we got a simple cc hard check. i hope this wont be the case for the rest of raiding! i want to see break bars worked in more than that, like with core fight mechanics revolving around breaking the bar like wyvern fights.
Those weren’t trash, they were tutorial mobs. They teach you the mechanics needed for each phase of the raid.
I don’t see the appeal or need for fishing….
Let alone a decent thematic way to add it to the world as a whole.
Because of original technical limitations and Data Centers.
That said, there’s always the possibility that it is removed one day…..
I’m sure its just a matter of money and resources like many things.
the main problem i ran into during the raid itself was not the size of the boss but the color of the particles being used….
Try avoiding the teleport attack with a gravity field ontop of it….Virtually impossible. Wells on boss AoE’s that share the same color scheme is the problem.
Giving me the ability to alter transparency of allied effects would be the ideal solution, along side a transparency slider for boss circles. So I can adjust the circles to the point where i can see them but also know what field/ effect my allies are tossing about.
Would love an ally spell transparency setting.
Too many particles flying everywhere makes those orange / red circles kitten near impossible to see at times.
I’m on the fence for the current state of enrage timers.
Yes they are a necessary evil, but they could be done better.
I.E a positive reinforcement tool, If you do the mechanics proper the boss loses a stack of rage. If you miss a mechanic it gains multiple stacks at x stacks it enrages for X duration or until its stacks are set back to null.
This still promotes people not being too tanky as you can have DPS being factored in the background as a means for gaining stacks of rage. But ultimately will open up more diversity than 1 tank, rest DPS.
Just 2 cents on how to make enrage less, timer focused and more meaningful mechanically.
Had a blast testing the raid.
Sad the squad UI isn’t up to snuff.
You apparently do not know the history of Guild Wars and Steam.
It will likely never occur due to the past.
Actually making conjures not be horrid would be a nice first step.
Increase all cooldowns on the conjure weapon skills themselves globally. Rework the conjure trait, removing the fire aura (pointless). Have the trait decrease the weapon cooldown times by 20% and increase outgoing damage by 15 %.
Have the conjures have cross combination effects based on the element they are cast in similar to how glyph of storms functions and remove the base “this weapon gives x stats”.
One of the best things about 1U1D is to force NA-server players to spread out like in the EU servers, because everyother matchup would be lopsided. Sure matchups might be bad initially, but hey spread out and it will be a lot more fun. I think I should have highlighted that more in that other thread. However, with Revenge some form of system other than Glicko variance is necessary, there is no way getting around it…
I think you’re confusing something here.
Glicko allows variance over time. That is its basic function. It has a method in place to pretty much allow for any deviation to happen, but to also disregard extreme volatility. While yes this does lead to stale match-ups, it’s needed to prevent the worst case scenario from occurring where-in 1 server either inflates rapidly or deflates rapidly (Aka SoR season 3).
One of the biggest problems with a relegation system is that ultimately your server has very little say in the outcome. I know that seems counter intuitive but in the current iteration of PPT, coverage is the be all end all. The server that has the most of it ultimately can decide who gets second or third in a matchup. This leads to fixing matches even worse than anything glicko can do. Now you’ll say this cannot possibly happen, but it has and it happens pretty much every time there’s a tournament. Server A will focus B so C, the weaker server gets 2nd thus eliminating B from having a chance at placing. (Again See Season 2 HoD bandwagon). While its not tactically bad it is mechanically bad as it stops players from coming out and actually playing full well knowing that whatever actions they have are fleeting and have no bearing on the outcome.
This is why both systems are flawed. Glicko needs more time to allow for changes to occur, while relegation has changes occurring to fast. Ideally you’d have Glicko with human intervention of some kind to account for obvious population shifts (again see SoR’s fall from T1).
Anyway, i’m not against a solution that works nor am i against you trying to find a path. I’m just not looking for a rushed solution and I hope Anet isn’t either.
(edited by TexZero.7910)
I must be the only one who likes hearts. I feel they add to an area, DE’s just seem to be a turn up kill things run off to next one.
There’s always an exception to any rule….
But i find hearts to be the most bland and dis-interesting things to do in the game. Hence why instead of having many characters with world completion i only have 2.
Yeah, let’s take a zone that is popular and nerf it. That really makes a lot of sense. It is one of the few zones that encourages teamwork across the entire map. Instead of calling for a reward nerf, how about asking that other zones receive an increase in loot? Loot shouldn’t be hidden behind instanced activities.
loot also shouldn’t just appear from a box on a floor and give more per hour than actually sieging a t3 keep in WvW.
Loot also shouldnt be guarenteed rares for pretty much showing up. Meanwhile 5000 wxp later, 25s and 2 greens. Yay ?
No, i’m sorry if you honestly think silverwaste is fine, then you have a serious problem with understanding time to reward scaling.
OR we can just remove hearts entirely….
I mean that is what the game was supposed to be designed around to begin with, hence why after you get to Orr there are no more hearts.
Silverwastes absolutely needs to be nerfed reward wise. It’s just absurd that 1 single map is as lucrative for doing virtually nothing but autoattacking.
Even excluding how redonk the rewards are for actually doing the events is how redonk the rewards are for just mindlessly chest farming. If only other game-modes had rewards on par then maybe just maybe we could justify it. But given the current state of how utterly un-rewarding both PvP and WvW are for the same time spent playing there’s 0 reason for Silverwaste to be where it is as it causes the same problems the previous event and chest trains that came prior to it did. The feeling of it being mandatory to compete and a similar rate gold wise to catch up with the rest of the community. Which is one of the many reasons they cited for nerfing prior farming spots.
Why yes, because this item needed more attention.
Please continue on while i watch the market more
Posted this before.
The relegation system is far more destructive to WvW than Glicko.
What the heck is a relegation system? I had to look up what it meant in a dictionary and it has nothing apparent to what I am discussing here… cause this mechanic is not simply distributing points more evenly if you read it properly. And you are in no place to say it is far more destructive than Glicko, because the system is not even implemented and you did not reply with sufficient evidence pertaining to why that is so based on my mechanic’s specific design. Don’t just come into a thread and put down one measly sentence that holds no water…
Edit: I found your post, and once again your opinion lacks any sufficient backbone. Whose going to agree with you that it is “poorly thought out” when you don’t take the time to give properly good feedback… that just reflects badly on yourself.
Glad you like attacking the poster and not the issue.
The sad fact is up 1 down 1 aka relegation does nothing to solve the problem and will only lead to more tanking and other exploiting of the system than is currently in place with glicko.
It’s a half-baked solution to a problem and one that should never be implemented. Yes glicko is far from perfect, but so is relegation/swiss or whatever name you choose for it.
I’m not saying we stick with an imperfect system until perfection arrives, but i am saying there’s little point changing to another system which will be gamed equally as hard.
Posted this before.
The relegation system is far more destructive to WvW than Glicko.
condense some aura traits.
Aura’s detonate when they expire dealing damage (or inflicting conditions).
1. (Although maybe Ice Bow 4 changes didn’t really need explanation
)
Nah it does.
Why on gods green earth are you changing the way the skill functions.
AoE’s have 5 target limits, there is no rational justification to cap this at 3. It breaks your whole internal process of normalizing.
Additionally, you must realize how much of a knee-jerk reaction this is to instead of balancing it properly to outright gut the skill. You can tone down the damage, increase the cast timer, increase the skill cooldown….. But instead of doing 1 tweak at a time till you achieve a good state you hit multiple things at once why ?
I’d love to hear more about why instead of fixing the exploits like line casting and corner casting you’ve balance around the worst case state instead of the best case state.
(edited by TexZero.7910)
most hated, underwater.
Hardest whichever one has cannons (so mostly aether themed ones). They are not hard per-say but being hit by persisting flames from a circle that is no longer there is lame.
1 Scrapper
2/3 Chrono, Reaper
4 Daredevil
5-9 Everything else
Sure you can fudge it up and lose and ruin some matchups below you, but for an entire server to collectively want to lose (when they obviously can get 1st and 2nd place if they try) seems unlikely and would be met with a lot of resistance since you cannot control everyone.
You must not have been around for seasons….like at all. Tanking happened, it was pretty blatant too.
I’m also going to ignore the rest of your logical fallacy about no one being able to provide a better solution than an relegation system. Just because you value it, doesn’t mean we as a community must settle for a poorly thought out solution.
Now that we have ROLES and harder content in HoT. We need to open up more to the playerbase. Why should every class focus on DPS? That Boring and so not creative in terms of gameplay.
Druid offers a unique approach to gameplay during raids. See it as something new, breaking the old. jesus you ppl whine and complain about stupid kitten
Remind me what’s unique about the Green Bar / Red Bar playstyle again ?
From what i can recall it’s been in every game since well….pong.Not a very unique playstyle.
Opening up the game to more people i have no problem with, so long as they stop shifting the goalpost on what this game was designed to be.
This game was not designed to be a traditional trinity system….and so far we are coming ever closer to it. For what purpose ? Hard content, Incorporating more players ? Take your pick its as good as anyone else. However if it truly is the later, then these people need to do the proper research into a product before expecting it to be yet another Traditional MMO clone.
See, this is the thing. Guild Wars 2 wanted to get rid of the TRINITY, which resulted in the BIRTH of the super boring, uninspiring, BESERKER META. Which imo is less exciting than the age old TRINITY SYSTEM. There is a huge reason why ANET said that ELITE SPECS, are going to offer unique roles to combat in GW2. If they were fine, and the player base was fine with the ZERK META, then I believe these class changes would not be happening.
But clearly ANET and many others realize they missed their mark on letting the trinity go and incorporating something NEW. Iam not saying you need a TRINITY, but you need to offer something more than just DPS DPS DPS, STACK STACK STACK.
With the elite specs including druid’s healing role, it adds more variety to many unique players who dont want to be forced into ZERK GEAR ONLY PLS.
There was already plenty of variety to begin with.
Tell me how adding a trope of a spec is adding more ? I must surely be missing it.
Also, per forcing players into “Zerk Meta” im sorry, but no one has ever forced you to do anything of the sort. That choice is solely in the hands of players. It was your choice as a person to either conform or reject said meta. Unfortunately too many players are blind to the fact that the “Zerk Meta” is only relevant in speed clearing content and thus adopted it without understanding or knowing why its done.
So sure you may find the current “Zerk Meta” boring, but who are you to force your ideal onto others ? This is the underlying problem with the whole concept of this change. Not once was i asked if i found the Green Bar/Red Bar meta or traditional trinity boring … do i not get an equal voice ?
Now that we have ROLES and harder content in HoT. We need to open up more to the playerbase. Why should every class focus on DPS? That Boring and so not creative in terms of gameplay.
Druid offers a unique approach to gameplay during raids. See it as something new, breaking the old. jesus you ppl whine and complain about stupid kitten
Remind me what’s unique about the Green Bar / Red Bar playstyle again ?
From what i can recall it’s been in every game since well….pong.
Not a very unique playstyle.
Opening up the game to more people i have no problem with, so long as they stop shifting the goalpost on what this game was designed to be.
This game was not designed to be a traditional trinity system….and so far we are coming ever closer to it. For what purpose ? Hard content, Incorporating more players ? Take your pick its as good as anyone else. However if it truly is the later, then these people need to do the proper research into a product before expecting it to be yet another Traditional MMO clone.
The funny thing is healing/tanking were always supposed to be at least semi-viable in GW2. The zerker meta got way out of hand.
I for one prefer to have more healing and tankiness in groups, especially if it means less glass cannon builds become the meta.
No they weren’t.
Or did you forget the actual, we don’t want to be a traditional trinity with tanks healers and dps speech that they kept saying over and over… and even repeated on stream today ?
The game is meant to have a very soft trinity of damage, control, and support. All of which exist. Adding specs that have over the top healing to fill the niche of people coming from other trinity based games isn’t the right way to uphold their design philosophy.
The Green Bar/Red Bar isn’t something any raid or hard content should be based around, but rather tactical and skillful use of abilities to negate damage, regroup (boons/heal), and positioning should matter far more than healbots.
Could be far worse
you could be called Olive Branch.
Anytime is a perfect time to remove the horrible aftercast on the hammer AA chain and Mighty Blow.
The excellent combat system in GW2 (in my opinion) has been left unused for very long time already in PvE, because “Full-Berserker-DPS-PassiveDefense” is superior over builds with more utility and variable team play.
Any decided time that this will happen? Would be nice to know when it will happen, since I’m already playing GW2 only in Silverwastes, which sometimes is rendered unplayable due to lack of extra map copies, lack of “change map copy” function and chest farms.
It already exist.
Though it takes more than parroting and actually understanding the combat system.
Seems you fall into not understanding it.
Every build out there is viable in PvE. What you’re doing is lumping a subset of gameplay (Speed Running) with the rest of the game.
The meta as perceived by people who don’t seemingly understand this is deemed as wrong.
Those that do understand it realize what the so called Meta Comps are actually doing which is actively utilizing the combat system to its fullest by having everyone contribute something to the group. Meta groups rarely if ever rely on passive gameplay, let alone passive defenses. It’s active mitigation that enables it to thrive.
TL;DR – Change you not the game, and you’ll enjoy it more.
Burning is just slightly above where it should be. They could easily change the formula from (0.155 * Condition Damage) + 131.5 to (0.125 * Condition Damage) + 131.5
This would bring it back in line to being slightly better than where it was prior to the 23rd trait rework patch.
Give Burning more baseline so Power builds get more free damage output? Meanwhile, Condi builds get less for the points they invest ? That’s just doesn’t seem to be the right thing to due with Burning. The condition itself needs less baseline and a touch more on the scaling modifier. Might needs a nerfing again which will help with less Burning output in general. For Guardians, they actually need more active Condi output on weapons skills and less on the block traits. Ele’s need duration reduction, especially on the signet! On Mesmer, burning needs to be completely removed. The rest of the professions aren’t too bad with burning right now.
I tend to disagree.
The scaling coefficient itself is part of the problem being that it is really just absurdly high, compare it to any other condition and you’ll notice why. Toning that down would be the first step in the process. Then you can hit the per-case basis by toning down the duration as needed. That doesn’t actually help as much for power builds as you believe.
Might itself is fine. The sources in which you gain might may need to be looked at in a PvE sense but otherwise might isn’t in dire need of a numerical nerf.
Again, so you are saying the guardian circles at the time of revamp was not an exploit? Please show your logic here. I’m simply just calling it what it is.
I have absolutely no words for you sir or mam.
There is a difference between a condition being strong and a Trait stacking with itself to infinity.
If you cannot see that, then please never give feedback about balance again.
It’s not the tutorial the problem. The problem is the game mechanics does not allow any kind of mistakes. We went threw all this already in other threads. In this game, any kind of mistakes you make or if a player DC.. or bad map rotation, the game is done! or next to impossible to come back to.
Show me currently in our great tutorial where the concept of map rotations are covered ?
From a base level of PvP the tutorial is complete and utter garbage. All it goes to show you is how to interact (badly at that) and how to stand in a circle.
It does not stress the fundamentals needed to succeed in PvP, that’s the real problem.
Just kill them and show them your llama….
I mean the solution is pretty clear.
It’s more unfortunate that PvP doesn’t have a decent tutorial.
I mean you can teach them how to stomp, cap etc… but there’s no actual guide to good PvP macro level strategy.
That’s something Anet could easily do a series on and publish with the help of the E-Sports dev team (or whatever name they want to go by).
Almost all of you don’t realize that there was no change in the game with the sending of data packets to the network, so there is no change in disconnects, lagspikes and all the other things that make your individual experience unplayable. The “latency tuning” is a module within the processing of the game logic that deals with packets already received by the server or the client.
It only adjusts internal timestamps of actions as seen by the game logic to make the game appear to run a bit smoother. If your game client receives an action from a player who has higher latency, that action is received on your client with a delay. The game now tries to subtract the latency from that delayed action to make it appear without that delay. It tries to display the action when it actually started. It’s actually heavy voodoo, because you cannot display an action before you received the notification that this action starts to happen in the first place. But the game tries to make it appear as if it does this.
This has nothing to do with how fast or slow packets are put on the network card of the server or the client, and also no Internet routing is affected. The number of lost packets is totally unaffected. If you experience sudden lag spikes, this is an unrelated problem that only by chance occurs at the same time as this thread popped up.
You say this, and while i know you mean well there is a small chance that the issue could have been related.
Theoretically said module could have had a fault in processing which caused packets to be dropped or desynched. Heck the implementation of the new algorithm itself could have caused undo processing stress to their servers…Any factor of things could have gone wrong to increase PING across the board. That’s why it said although unlikely its possible.
I fully understand what Mike is saying, it’s just suspect that the problems happened at the same time.
I thank them for attempting to do some netcode clean-up and actually attempting to do some lag compensation.
Thankfully, L3’s issues in my area seem to have been resolved tonight, and i can say whatever background processes Anet is running for Lag compensation, i have not noticed (which is a good thing).
For the millionth time, there is no culinary application for bloodstone dust. None.
How is burning too strong? Most of the skills that apply burning are all-or-nothing skills on a high cooldown. They don’t deal much more damage than Power builds.
The real issue is that Bleed is undertuned.
Bleeding is in a great spot.
Burning is just slightly above where it should be. They could easily change the formula from (0.155 * Condition Damage) + 131.5 to (0.125 * Condition Damage) + 131.5
This would bring it back in line to being slightly better than where it was prior to the 23rd trait rework patch.
Druid is a better Pokemon Master, than Ash Ketchum.
As proved by the image and your brand NEW AI (Gen 2 pets)
1 chest per day per reward tier.
If you’ve run anything between 1-20 that day and your personal reward level is below that, you’ll only get 2 possible chest 1-10 and 11-20.
Once you hit reward level 21 you are able to get 3 chest per day 1-10, 11-20, 21-30.
)