Showing Posts For Tim.6450:

The Herald - made to facetank your dmg....

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Posted by: Tim.6450

Tim.6450

Every class has some sort of counter, as a rev, I will lose against any Mesmer, condi warrior, condi ranger, condi necro. In fact in 1v1 the odds are stacked against me against most of the meta build. The only reason why Rev is decent this season is that we are a decent counter to Guard, and there are a boat load of Guards this season. And the only reason we are decent in previous season is because of you (ele) pull condi off of us.

Explain me how to kill your reve using a reaper. I’m serious: how can I kill something that with the sword skill 3 strip away half of my life (while I’m unable to hit him why is invulnerable and automaticly dodge every skill i do, obtain might every hit and can use it every 12 sec) and have a insane amount of block/immunity skills, huge CC, really high damage (the best direct damage of the game, I think) and 2 healing skills?
if a revenant chose to kill me there’s really few things I can do to try to save my life and corrupt boons don’t reduce of so much the damage they can inflict to me, also why I’ve not a single defensive skill, while a revenant have a lot of them.

I know that the necromancer is the easier class to focus and kill from…3 years? (and now is easier than ever with no more defensive amulets to help him) But also other classes feel that a revenant have a little too much damage and defence at the same time.

The herald isn’t immortal, but is a class that had been made to be on the top and it will stay there for a while, over all the others.

CC and corrupts go a long way. Maybe it’s me not finding a good rev but revs are quite easily beat in my opinion.

EverythingOP

The ascension: a sad thought

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Posted by: Tim.6450

Tim.6450

While looking at the bank I saw my gift of skirmishing and a thought came up to me: “this is just a trophee”. Yeah, I got the two gifts and the wings but I will never get the legendary backpack because of the gift of fortune. I mean if I wanted I could save up lots of gold and laurels and buy myself the necessairy materials but that is just so much gold (again to me) and there are better things to buy with that amount of gold. That gave me the realisation that the biggest hurdle (to me) for the ascension is not pvp-related. I find that quite sad.

EverythingOP

Da best way to fix pvp balance.

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Posted by: Tim.6450

Tim.6450

So let’s say this happens and we split skills over game modes. Devllopers accross the game modes will modify at will and after a year they realize that instead of 9 professions they have 27 professions. So in order to allign professions they meet up every three months to reallign their design decisions to create back 9 professions instead of 27. However since they don’t aggree with the design decisions of their colleguees they get no progress. So in order to progress they decide to setup a central authority however it can’t be any of the game mode devs because that could result in favoritism. So they decide to create a fourth devellopment team that has the authority to make the final decisions.

EverythingOP

Reworking passive proc traits- need feedback

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Posted by: Tim.6450

Tim.6450

I did not say I know all the classes that’s why I ask for suggestion in the first place, and mention some of the trait just to give an idea. I didn’t choose gluttony in the first place because my point was another but you clearly missed it.

The problem it makes you seem less credible. It really does when you talk about how slow and OP everything would be if every class had auto proc traits. Yet every class has them and a lot aren’t used.

But hey if you have suggestion for all the classes why not post them here?

I don’t because I don’t mind these kind of traits.

Traits are passive by design because you want them by design but don’t think you can improve them?

Traits are passive by design not because I want to but because well there are no trait specific buttons.

Do you actually like seeing every class auto doing things that require no skill at all? I personally dislike that kind of gameplay but mine is just an opinion.

I do actuallly, it brings variation to traits. It is better then getting that 10% damage for free or that 25% movement speed. It requires equal amount of skill.

EverythingOP

Reworking passive proc traits- need feedback

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Posted by: Tim.6450

Tim.6450

First gluttony is a thing, it is even in the same trait line. Honestly trying to redesign the trait and not even knowing the class. Second every class has a proc on CC, honestly learn the classes. Also a lot of them haven’ been taken. Final thing traits are by design passive: you only have a limitted amount of buttons. The reason why people dislike procs is because it is more apparant then other stuff.

EverythingOP

Next elite spec rule

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Posted by: Tim.6450

Tim.6450

I don’t get what you mean. Elite specs are already exclusive by design.

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Build Variety Ideas -- HOT Specializations

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Posted by: Tim.6450

Tim.6450

Well yes and no. While you close the gap with elite and core specs with more power creep (though it is not as big as one might think), you also limit it in the long turn. Bringing out a balanced elite spec will become harder with every new elite spec. The amount of new combinations will be so massive players will find something utterly broken and it will kill build diversity.

What could open new diversity is more elite specs in general and just good balancing. While those are given I think they need some actentuation. The final thing that could be done is some meaningfull drawback to elite specs. To be honest in this season I prefer core necro over reaper because the shroud seems better for the current meta also extra corruptions don’t hurt. But the lack of range and dark path which I lost in reaper shroud won me over. So if you get pro and cons of equal values core specs can earn a place in some cases (though the chances will be smaller since exclusivity of skills and such).

EverythingOP

(edited by Tim.6450)

send back conditions

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Posted by: Tim.6450

Tim.6450

You litterally send his conditions back so he is the source and you don’t get the effects from the damage.

EverythingOP

Make sPvP Great Again

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Posted by: Tim.6450

Tim.6450

Let’s say you start ranked and after a bit of a win/lose situation consisting mostly on losing you finally reach first streak of 2 victories but immediately afterwards you lose 2 because you lost and were the lowest in your team. This would be extremely demotivating and will be considered unfair. Why because the system is set up in a way that they need 3 victories for every loss to gain pips.

That’s invalid. In true ranking, better players rank above the worse. It would be unfair to allow someone without ability to pass those with. That may feel unfair to a player who doesn’t play well, but that’s just and expression of poor sportsmanship.

Sure giving only progress when they reach a +66% win rate while others with a win rate of +33% get progress is completely fair and those who don’t aggree with it are just people with poor sportmanship.

That mindset is also completely counter-intuitive towards a method that matches players based on similar skill levels as it would would allow terrible players to have a high rank and good players to have a low rank.

If good players have a poor rank then they simply didn’t win enough that’s all there is to it.

That makes no sense. That also creates an environment where everything is random and wins/losses have no meaning. Bad players fight against really good ones and get even further discouraged to continue playing. This is the problem we have right now.

No the problem we have now is that when players win they think they carried the match and when they lose, they think the match making gave them people who expect to be carried.

The current season is designed to maintain 50% win ratios. This is necessary in order to evaluate skill levels. As a number of games are played, the system adjusts your MMR number according to how likely your team was predicted to win. If you win or lose often, your rating will change. This is an important quality that S1 and S4 has, but neither did well at sorting the playerbase for better matching later on.

If pip rewards were reactive towards your expected personal contribution based on rating, then your pip level would represent your rating. If the matchmaking system groups people together of similar pip levels, then player skill levels within a match will be closer together. This is what S2 and S3 did right, the problem was, without 50/50 distribution in matching for those seasons, the MMR ratings themselves were inaccurate, leading some to MMR hell and also pulling toxic individuals with little to contribute all the way up to legendary.

It is possible to make a system that uses the best of both systems. That’s all I’m asking for. It requires that people not be protected from losing rank.

When you give people pips based on their expected contribution the players that are esteemed good are carried to high pips and people that are esteemed bad are barred to gain pips. However this gain is not happening because of their efforts/skills but the system. These kind of system will feel incredible unfair and people on the bad end of the scale will quit. So if you want to achieve faster ladder placements you need to apply your bonuses towards effort/skill. Winstreak bonuses are a good example because everyone can get winstreaks and it is tied to effort/skill.

Also if pips are meant to represent you rating wouldn’t it be more logical to give the best player the loss penalty and the worst player the win penalty because that’s how mmr works (a bad player winning gets a higher rating increase when winning against the same team then a good player and a good player losing gets a higher decrease then a bad player against the same team)?

EverythingOP

(edited by Tim.6450)

Buff f2p trees

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Posted by: Tim.6450

Tim.6450

Balance this game…. remove the HoT powercreep and put in thought why some skills had longer cd, activation time, limited effects…

You’ll never be able to remove HoT power creep completely without ruining elite specs so that’s a thing. Also a lot of core skills are still invaluable for professions.

EverythingOP

Unblockables

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Posted by: Tim.6450

Tim.6450

For the love of any bit of balance left in this game DO NOT make more unblockable skills! All it does is remove the thinking people have to do when fighting any class with blocks, because why care? they don’t to anything anyways and your skills will just go right through it. Also, when your blocking your usually not attacking, so what, you want them to basically be sitting ducks? If anything Tone down the myriad of unblockable skills in the game and leave the ones that require a lot of investment to get.

Example of what I think should stay:
-Revenant phase traversal since it takes almost all of your energy
-Guardian pulls since there is an icon on your bar so you know before you block that you can get pulled

Example of what should go:
-Thief Shadow Shot, nothing this spammable should be unblockable
-Corrupt Boon should be blockable by blocks that aren’t aegis since its on a low 15 sec cd so it deserves some counter play

Corrupt boon applies a 6 second poison to its user already whether it hits or not. This hinders it viability enough as it is, no need to make it worse.

EverythingOP

Make sPvP Great Again

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Posted by: Tim.6450

Tim.6450

Let’s say you start ranked and after a bit of a win/lose situation consisting mostly on losing you finally reach first streak of 2 victories but immediately afterwards you lose 2 because you lost and were the lowest in your team. This would be extremely demotivating and will be considered unfair. Why because the system is set up in a way that they need 3 victories for every loss to gain pips.

That’s invalid. In true ranking, better players rank above the worse. It would be unfair to allow someone without ability to pass those with. That may feel unfair to a player who doesn’t play well, but that’s just and expression of poor sportsmanship.

Sure giving only progress when they reach a +66% win rate while others with a win rate of +33% get progress is completely fair and those who don’t aggree with it are just people with poor sportmanship.

That mindset is also completely counter-intuitive towards a method that matches players based on similar skill levels as it would would allow terrible players to have a high rank and good players to have a low rank.

If good players have a poor rank then they simply didn’t win enough that’s all there is to it.

That makes no sense. That also creates an environment where everything is random and wins/losses have no meaning. Bad players fight against really good ones and get even further discouraged to continue playing. This is the problem we have right now.

No the problem we have now is that when players win they think they carried the match and when they lose, they think the match making gave them people who expect to be carried.

EverythingOP

Make sPvP Great Again

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Posted by: Tim.6450

Tim.6450

That’s the entire problem, the entire system is set that the low mmr players get less pips for victories and lose more for losses while high mmr players get more for wins and lose less for victory. So low mmr players will experience an extrememly unfair competion because the system is preventing them from gaining pips

I’m not sure where you’re coming from. All I’m saying is that if a player has too many pips for their skill level, the player should lose those pips. The logic behind my design says the only circumstance where they would lose more pips for losing a match is if their pip value was much higher than other players with the same MMR. It’s better to match players together who have similar MMR, so there needs to be some form of counter-inflation caused my match manipulation or pre-mades. Season 1 and 4 didn’t do that. Season 2 and 3 sorta did, but were unfairly biased towards win/loss streaks.

Let’s say you start ranked and after a bit of a win/lose situation consisting mostly on losing you finally reach first streak of 2 victories but immediately afterwards you lose 2 because you lost and were the lowest in your team. This would be extremely demotivating and will be considered unfair. Why because the system is set up in a way that they need 3 victories for every loss to gain pips.

EverythingOP

Make sPvP Great Again

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Posted by: Tim.6450

Tim.6450

So let me get me straight, if a player is dumped in a match which he is bound to win he gets more pips? If a player is bound to lose in a match he lose more pips? How will that motivate people at the bottom to get better?

People are motivated to get better when they play with others at their level and learn skills that help them progress. It’s only natural for people who start something competitive to begin at the bottom and work their way up.

It’s true that fair competition can drive people away, but nothing like that of an unfair competition.

That’s the entire problem, the entire system is set that the low mmr players get less pips for victories and lose more for losses while high mmr players get more for wins and lose less for victory. So low mmr players will experience an extrememly unfair competion because the system is preventing them from gaining pips, while they see other players get a system where they are bound to win pips. These low mmr players will leave because they don’t experience progress in this system and you get a system where the bottom will continue to rise trapping those that are rising. Those who are rising are not gaining any progress at all and will quit as well raising the bottom even further. You now have created a new bottom, those in the new bottom realise that they are back at square one and will quit as well.

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Make sPvP Great Again

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Posted by: Tim.6450

Tim.6450

So let me get me straight, if a player is dumped in a match which he is bound to win he gets more pips? If a player is bound to lose in a match he lose more pips? How will that motivate people at the bottom to get better? Especially when the mmr is invisible. they will see + 1 for a win and – 2 for a loss and when they then look at a top player’s match they will + 2 for a win and – 1 for a loss. This will lead to very toxic feelings/behavior or simply people quitting pvp all together. In the long run the bottom players will stop playing and the new botom will suddenly start losing pips and they will stop playing as well. Some people may rise their mmr but the bottom will rise as well leaving those players with no progress as well.

EverythingOP

Buff f2p trees

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Posted by: Tim.6450

Tim.6450

trees???? Either way buffing core specs will i most cases result in buffing elite specs, so it won’t help much.

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Moment of silence for a fallen hero [Spoiler]

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Posted by: Tim.6450

Tim.6450

Trahearne’s death was the most unexpected thing in the story of HoT.
I hoped that this is not Trahearne, but only his clone…

He saved Tyria and I would see the memorial in the Epizode 2.

Rest in the Dream, Trahearne!

The moment he was captured and you are around the forums a bit, you would know he had a good chance to die. He’s a very unliked character in the forums because he was marshal and ‘took credit of the commanders work’. Oh well his death was at least a good one.

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The Pale Tree *spoilers*

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Posted by: Tim.6450

Tim.6450

Hopefully, we’ll see some follow-up about her in the upcoming episodes.

God lets hope not… ive had enuff of leafy salads dictating my storyline and wreaking havoc on tyria… give the asura or norn a chance to now!

No asura please, I don’t want to spent the half of the story cleaning up messes they create. Taimi is enough as it is.

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Pvp Explained!

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Posted by: Tim.6450

Tim.6450

Necro has auto-shroud.

Funny , from time to time you see necro which is so attuned to their shroud that they press F1 when unholy sanctuary procs which results in their deaths.

Also I don’t get this entire passive argument to be honest, traits are by definition passive as are sigils and runes, this has been always been the case. So what is the big problem?

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Wells-

in Necromancer

Posted by: Tim.6450

Tim.6450

So 2 old skills were nerfed because the system changed. How would this affect a skill that doesn’t even exist yet?

It might have unexpected consequences that nobody likes, so be carefull with what you wish for.

Quoting a fortune cookie doesn’t improve your argument’s logic.

If they really would be creating an elite well, they’d balance it with Vamp Rituals in mind right away.

And if it isn’t a vampiric rituals, it will be another trait/skill that they will then nerf. It’s the way they work, they introduce something and if it’s broken nerf everything else.

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Evade and Invunerability

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Posted by: Tim.6450

Tim.6450

And blocks are fine? Ok lol.

Blocks can actually be countered. I do it all the time.

Because every one of your marks are unblockable other classes don’t have that luxury.

It’s not even just the marks anyway. However the other classes have the option to slot unblockables, their lack of viability is another issue.

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Resistance Equivalent to Protection

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Posted by: Tim.6450

Tim.6450

Resistance is fine as long it doesn’t last too long. Aegis for condi would be melted quicker then you realise.

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Evade and Invunerability

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Posted by: Tim.6450

Tim.6450

And blocks are fine? Ok lol.

Blocks can actually be countered. I do it all the time.

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Wells-

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Posted by: Tim.6450

Tim.6450

The biggest thing that irks me about wells though, is the lack of an Elite Well. We should have one. We have elite corruption, minion, spectral skill and shout. But where is the well ?

Please don’t talke about that, the act of creating the elite for spectral and corruption was by nerfing 2 good skills because you could trait for them (which nobody does), while it was really not necessairy.

So 2 old skills were nerfed because the system changed. How would this affect a skill that doesn’t even exist yet?

It might have unexpected consequences that nobody likes, so be carefull with what you wish for.

EverythingOP

Double Dagger

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Posted by: Tim.6450

Tim.6450

It is destroyed.

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Wells-

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Posted by: Tim.6450

Tim.6450

The biggest thing that irks me about wells though, is the lack of an Elite Well. We should have one. We have elite corruption, minion, spectral skill and shout. But where is the well ?

Please don’t talke about that, the act of creating the elite for spectral and corruption was by nerfing 2 good skills because you could trait for them (which nobody does), while it was really not necessairy.

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GW2 PvP is Dying

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Posted by: Tim.6450

Tim.6450

I don’t take that nerfing elites in oblivion will be the answer. Some builds run mostly core and I’m not talking anout the obligatory 2 trait lines. I mean look at utilities/weapons a lot of the used ones are core skills. I even would claim that some elite specs build stay relevant for their usage of cores skills/traits. I mean how relevant would reaper be without boon corruption?
This is what kills “core builds”: the only thing that they exclusively have some triple trait line synergy. Mind you the elite specs also have triple trait line synergy so you can replace the ones you lost from core. The elite specs just have way more choices then core specs and if something core is needed it can be taken. The reverse is simply not true. Nerfing the elites will then only make the elite specs bland and more and more core like and will kill the concept of elite specs.

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Anet plz consider before ranked

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Posted by: Tim.6450

Tim.6450

Look. those proffesion achievement really got me into Multi classing. the thing is. this backpack is meant to be hard to get. It’s meant to be a reward for completing certain pvp task’s.

Kills, points and matches won. U can argue that one of these tasks u need to complete. And that isn’t a hard to do since u can grind your way.

Look the thing is. It’s intended to see that u are ’’versartile’’.

And they were never a bother. Before i completed the proffesion achievements. I simply trained a few days to learn 3 classes and boom u are already average. thanx to meta builds and respective guides u don’t need to study the class in detail to become average. The Pro’s and theory crafters have already chewd our food for us.

I don’t mind the backpack being for players who know more then just one class. In fact I would love that. It builds basic profession knowledge. However It’s not about being versitile, it’s about purposely not giving your all in ranked matches during the season. Playing a class you’re not best with in matches is, very disrespectfull to the players in your team. The stakes are high and they want to win and you’re lowering their chances for your own achievements.

Proffesion achievements only incentivizes people more to play with different classes. Trust me they are more Multi classers out there. and some of them will have an affinity for other classes. Some are harder to use some are easier. With or without proffesion achievements losses will happen. It’s definately about bieng versartile. If u can win your 10 or 15 matches quicker per year of the ascension achievement quicker instead of racking up a 100 lose losing streak. I wager that most will want to win. And thus can be used as incentive to actually play better on said class in theory that is, What however happans is that you have people here that are purely for the backpack and don’t care about taking that few days to learn 3 classes even if the knowledge is already chewed beforehand. what could be done is to make proffesion achievements a bit more taskin in the sense that you have to do 5 or 10 battles in unranked first to practice and then make ranked the real test with another 5 to 15 more battles. But as I said u have Multi classers. While u can argue for it to be disrespectfull for a Multi classer to not play a class they are best at, At the same time ranked can push an average Multi classer to new levels one u hit the chokeholds and hit the 50/50 winrates and thus will benefit, the team. However in the end it’s still a game. While I believe that u in ranked should not kid around. I definately think that we should remember that it’s game. However at the same time a Multi classer that knows his classes to not be a detriment to his team should be able to play in ranked. And not to learn the class, but to bring it to a higher level. As ranked is quite competetive compared to unranked. So u could make the proffersion achievements harder and add and practice element so that they are ready for ranked. I don’t believe in you should only play 1 class because that is what u are best at.

Profession achievements do incentives playing with different classes, true but these achievements and their placements in the league system hinder people for getting fair matches. Playing and learning classes you’re not good with, can be done perfectly outside the seasons.

Multi classers do not need achievements as an excuse to play different classes and be good in a team. I may have worded it a bit badly but you can give your best with multiple classes. In fact when I play leagues I do my best to learn at least 2 classes, my main and a competitive secondary. So when my team contained too much reapers, I could easily swap to an alt. A multiclasser can do the same, he can easily fill in the gaps in the team. He does not need achievements for that, if he wants to multi class he can.

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Food for thought for the devs

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Posted by: Tim.6450

Tim.6450

First don’t tie anything to personal score, it does not represent well how good you did. As an easy example: I was once asked to stay close for the entire match because the enemy team had two thiefs and we would be constantly backcapped. So basically I spent an entire match on close, capped nothing and killed nothing but we won. Lowest personal score but I did my job and contributed to the victory. Also double capping.

Second I don’t think losing a win streak is that bad. To me win streaks made me feel less bad about losing since I know that every 2 matches I lost I could get back by winning 1 match .

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Anet plz consider before ranked

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Posted by: Tim.6450

Tim.6450

Look. those proffesion achievement really got me into Multi classing. the thing is. this backpack is meant to be hard to get. It’s meant to be a reward for completing certain pvp task’s.

Kills, points and matches won. U can argue that one of these tasks u need to complete. And that isn’t a hard to do since u can grind your way.

Look the thing is. It’s intended to see that u are ’’versartile’’.

And they were never a bother. Before i completed the proffesion achievements. I simply trained a few days to learn 3 classes and boom u are already average. thanx to meta builds and respective guides u don’t need to study the class in detail to become average. The Pro’s and theory crafters have already chewd our food for us.

I don’t mind the backpack being for players who know more then just one class. In fact I would love that. It builds basic profession knowledge. However It’s not about being versitile, it’s about purposely not giving your all in ranked matches during the season. Playing a class you’re not best with in matches is, very disrespectfull to the players in your team. The stakes are high and they want to win and you’re lowering their chances for your own achievements.

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Anet plz consider before ranked

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Posted by: Tim.6450

Tim.6450

These achievements need to go. It forces players to play matches with classes they are not good with. It is one thing to say that you can play through lower tiers with your alts. But with season placement this is not feasible anymore.

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Rise feels so kitten now IMO

in Necromancer

Posted by: Tim.6450

Tim.6450

This makes my sad Will only get to try when I get home, but having come back to GW recently I was really enjoying playing my main as minion necro. Why does Anet hate necros??

Rangers and Engineers both had their 50% damage reduction skills reduced to 33% (Protect me shout and Bulkward gyro). Don’t act like we’re the only victim.

We got another hp and toughness decrease as well on these minions.

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[Suggestion] Improving Staff

in Necromancer

Posted by: Tim.6450

Tim.6450

It is Necro’s #1 used weapon but not because it’s good. It’s because the better weapons, greatsword, dagger and scepter are incompatible. The only weapon staff outperforms is axe. Honestly this weapon needs a fix but I don’t think pulsing marks is a great idea. It needs a concept first. Utility is all nice and well but it is so vague since almost any weapon gives utility.

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Condiburst shouldn't exist.

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Posted by: Tim.6450

Tim.6450

I completely agree with you about your post. However, I don’t think everyone else understands the point your trying to make. All anet has to do is take the burst condi skills and reduce the number of stacks a bit and increase the duration (maybe not for all classes since burn guard is fine as it only has few condis). For example Soul Spiral (Reaper shroud skill #4), instead of 12 stacks of poison for 4s, make it 4-8 stacks for 8-12 secs. Still high damage just over time so the dps is lower than that of a power build. If your going to argue that condi and power should have the same dps (in pvp at least), then go look up what the design direction behind the two damage types are, which the original maker of this post explains it really well.

The problem is that if this was true blood is power would be one of the most OP skills but it isn’t.The reason is because a longer duration means that more of the damage is cleansed. At some point duration simply doesn’t matter.

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What might happen to Epidemic?

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Posted by: Tim.6450

Tim.6450

First thing that comes to my mind is conditions you spread no longer scalling with your Condition damage, but with their original source’s Cdamage instead (in other words, scalling with Cdamage of the ally who applied them).

They don’t scale with your Condition duration, but do with Cdamage – they might have that on mind when talking about “inconsistency”.

That would be the death of parastitic contagion and epidemic.

Why? If the original source is applying damaging conditions, they are probably using condi stat gear as well…

Nope, trait proc are a thing (like serpent touch or precise strikes) and some weapons apply condi’s even though they are used as power weapons (dragon’s tooth,serpent strike). Guardians apply burning wether they like it or not.

EverythingOP

(edited by Tim.6450)

Axe is still bad

in Necromancer

Posted by: Tim.6450

Tim.6450

Do we really want a 900 range hitscan weapon to be an extremely strong contender for raw damage? There is a reason it’s tuned as low as it is.

Scepter is hitscan, too.

And, being honest, hitscan is a poor identity of the weapon. I’d much rather have another projectile weapon that can provide good ranged power damage and steady Life Force generation. Power Necromancer needs an alternative for Staff.

Why? What’s wrong with using staff? longer range, piercing, and lots of AoEs. I don’t see the problem…

Because staf is boring and has the strangest damage distribution.

could you or Rym elaborate? So far, your points are vague, and I need something more concrete to understand the issue.

Ok damage distribution is quite obvious, it hangs between condition damage and power damage. It’s auto is (low) power, it’s spamable second move is condition , it’s third move is condition, it’s fourth move is power and it’s fifth does no damage at all. Honestly it is one of those bad at everything kind of deals. The old school deathly chill did wonders for this issue but now.
The reason “unfun to use” is because one all marks are all 1200 range AoE’s with long cooldowns. This makes them very non interactive: you just throw them and stuff happens. The skills you should pay atttention have a cooldown of 20 and 32. The third skill has a cooldown of 16 seconds. So basically your fast down to your# 2 and auto but your auto is low power damage and your #2 is condition damage so you don’t want to stay long there. So you create situation where you spam your #2,#3 and maybe #4 or #5 and gtfo because there is nothing meaningfull to do.

EverythingOP

(edited by Tim.6450)

All Healing in shroud is necessary now

in Necromancer

Posted by: Tim.6450

Tim.6450

Anyway, a completely bug free and game-compatible Shroud, this should be the goal.

This is what I think should be the disuccion being about. I mean not receiving heals can be not only frustating for you but for your healer. It lowers their effectiveness to a point and that is no fun either for them. Balance should come second place.

EverythingOP

What might happen to Epidemic?

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Posted by: Tim.6450

Tim.6450

First thing that comes to my mind is conditions you spread no longer scalling with your Condition damage, but with their original source’s Cdamage instead (in other words, scalling with Cdamage of the ally who applied them).

They don’t scale with your Condition duration, but do with Cdamage – they might have that on mind when talking about “inconsistency”.

That would be the death of parastitic contagion and epidemic.

EverythingOP

Axe is still bad

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Posted by: Tim.6450

Tim.6450

Do we really want a 900 range hitscan weapon to be an extremely strong contender for raw damage? There is a reason it’s tuned as low as it is.

Scepter is hitscan, too.

And, being honest, hitscan is a poor identity of the weapon. I’d much rather have another projectile weapon that can provide good ranged power damage and steady Life Force generation. Power Necromancer needs an alternative for Staff.

Why? What’s wrong with using staff? longer range, piercing, and lots of AoEs. I don’t see the problem…

Because staf is boring and has the strangest damage distribution.

EverythingOP

Why nerf Necro

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Posted by: Tim.6450

Tim.6450

Also Master of Corruption seems crap compared to other cooldown reduction traits.

The balance team and some players seem to believe that having extra conditions on you is a good thing because you can transfer them.

EverythingOP

The Plague of Nerfs [MUST READ]

in PvP

Posted by: Tim.6450

Tim.6450

Everyone agrees on 2 things: we had more build diversity before HoT, and elite specs are way stronger than regular ones, right? Use your brain and put the 2 together, we lost build diversity because a selected few builds are so kittening broken they don’t leave room for others.

By nerfing them you create build diversity. Nerfs aren’t the problem, in fact we don’t have nearly enough of them, the problem is Anet either removing things instead of balancing them or providng decent alternatives, or only nerfing half the stuff while leaving others untouched/even buffing them.

I disaggree that there was more build diversity before HoT. You still had the OP flavor of the month, that hasn’t changed.
I don’t disaggree with elite specs being stronger then core specs, however nerfing is surprisingly not the solution. Why because the problem with elite specs is not that elite spec skills are stronger then core skills in fact a lot of elite spec builds still run core skills. However what makes them OP is the fact that they have , by design more skills. Basically it boils down to: more options→more choices→better choices→power creep.
So nerfing the elite specs to core spec level would mean that the elite spec skills would underperform.

EverythingOP

The Plague of Nerfs [MUST READ]

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Posted by: Tim.6450

Tim.6450

Funny, I stopped GW2 for a while, got bored and went to the forums to see if anything changed. Then I found this article which described perfectly why I stopped playing GW2.

EverythingOP

Please class designers, look at these traits.

in Necromancer

Posted by: Tim.6450

Tim.6450

I dislike Spiteful Talisman. The damage bonus it uses is either always or almost never active: there is no play around it. Boons come too fast in PvP and in PvE the foes that do have boons, pulse them.

EverythingOP

Axe/GS Help?

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Posted by: Tim.6450

Tim.6450

I think you find Ghastly Claws underwhelming because, your comparing the range weapon burst with other professions range weapon bursts and not taking into account, Necro is not supposed to have that amount of range weapon dps.

Because I find the damage the damage or utility completly underwhelming of ghastly claws especially considering the cast time.

If Ghastly Claws had the same dps output as Rapid Fire. You would still take Power Ranger over Power Necro. I really can’t help you then considering, Power Ranger has never been tourney level meta. It was played by not even a handful of skilled players to an acceptable degree in the ESL. Power Necro on the other hand had to receive nerfs. If Ghastly Claws had the same dps as Rapid Fire, things are going to get ugly when you start including the traits, utilities, and reaper shroud.

I have actually never seen an axe tourney lvl power necro, minion master I think so, but not power necro. I’m pretty sure they are staff/dagger.

I decided not to get into a detail discussion of your comparison of Reaper greatsword to Guardian because, you included a teleport and ring of warding. I was assuming you would know I meant without a teleport, and not something as good at trapping as ring of warding, just straight up Reaper greatsword skills and swiftness at best. Anet made it clear it does not want Reaper to have gap closers like that with greatsword. It is about chills, pull, and melee. Otherwise Reaper would fall in line with mobility similar to other professions.

First did I ever say it was about the mobility, I even refuted that. I said clearly it was about getting that hit reliably off. Second I clearly said that there were multiple ways in my first post we could improve reliabilty use stealth, mass cc or a teleport. We could give necro more pulls or a revese teleport . We coud even make some tech specifically for necro like to make it work: Summon an ice/bone dome/wall that can trap people which if they want to escape have to destroy it. Second is any example good for you if you want to compare? Because everytime I bring an example you complain that it is not exactly like that weapon/skill and doesn’t count?.

EverythingOP

A Few Suggestions (Sikari)

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Posted by: Tim.6450

Tim.6450

First I think that reaper needs some if it’s nerf reversed back or partially back. The kneejerk reaction to the whine of pvp’ers and probably core symphatisants, screwed over a lot of builds which were actually considered very close to balanced. It also messed with the theme of the reaper combined to the necro, when your of your top 4 longest chill duration skills 3 of them lie in core and your elite skill lies in the top 8 you might think there is something wrong with being called specialised in chill.

So I suggest , reverting back the excecutioner scythe field to five seconds and increasing the shout elite back to at least 5 seconds of chill. The last nerf I want to partially revert is the infusing terror and revert it’s duration back to at 7~8 seconds.

For the rest yeah I aggree with your changes in the idea maybe not the numbers.

EverythingOP

Axe/GS Help?

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Posted by: Tim.6450

Tim.6450

I can’t really compare Ghastly Claws to anything because, off the top of my head some Mesmer greatsword skills and Necro Scepter AA. Is like the only things I am thinking of at the moment, that don’t require time for their hits to travel and is not a projectile.

The only reference I could possibly give in this game is ingame experience. When I have used it in its current state. Ghastly Claws is not overpowered, it is not overwhelming, and the only underwhelming thing I feel it has from a balanced perspective is, the cast time. Which I declared is a necessary evil to keep axe in check, while also being reasonable enough to buff axe aa and Unholy Feast skill with the suggestions I mentioned in my post.

Do you find the skill not overwhelming because it has such a long cast ime or do you find the skill not overwhelming in all categories except the cast time. Because I find the damage the damage or utility completly underwhelming of ghastly claws especially considering the cast time.

Okay then, setup a power druid and a power reaper build while hypothetically considering Ghastly Claws having the same damage output as Rapid Fire. Tell me which you would be more inclined to bring to a team comp for PvP. That comparison alone should be enough to consider, why I don’t approve of Rapid Fire as the right comparison to Ghastly Claws. When you consider effectiveness with teams.

I will take the ranger in most cases: 600+ range is a huge difference. this means the difference between the small ledge in legacy of foefire and the high ledge for instance.

Is there a weapon and profession like Reaper greatsword to compare this to? Reaper has no reasonable gap closer to set up gravedigger burst like other professions do. Have you ever considered that by how uneffective greatsword is, that the burst of gravedigger is on a class considered one of the least mobile professions in the game. That having Gravedigger as an auto attack and turning the rest of its skills into utility is the necessary direction needed to maybe make it relevant?

Whats the point of having dusk strike, fading twilight, and chilling scythe if it is almost non existent? Gravedigger seems to be the only thing that is relevant on greatsword damage. No auto got that type of damage. Is there any profession with a burst weapon this unreliable and melee with the lack of mobility? I want to know.

Actually there is a weapon /profession combo that combined slow weapon with a low mobilty class. It’s hammer guardian and it actually got some play in the past. What really made the weapon was that it could trap the opponent with ring of warding so you could get your burst off. You could guarnatuee that trap or the burst with judges intervention. It was a gap closer but it’s primary function was to guarantue a skill. the sam principle could be seen in the previous season where DH could use the longbow #2 and use judges intervention to mess with the timing of the opponent and score a hit.

EverythingOP

Axe/GS Help?

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Posted by: Tim.6450

Tim.6450

First off, I said Ghastly Claws is balanced in its current state in my post. Your the one that brought up Rapid Fire which is a poor comparison to why you think Ghastly Claws is not balanced. I also explained to you why your comparison is misleading. Which means, I don’t have to compare Ghastly Claws to anything and certainly won’t even bother. As that would just come off as nonsense already contradicting me saying that it is balanced.

If you can’t compare skills then how do you know that skills are balanced? In the end balance is relative, so you need a reference point to compare it. Without that reference point “balanced” as a concept, has no meaning. So what is your reference point?

I decided to only mention pet and not include it because, I would also have to bring in reaper shroud to the discussion. They are both class mechanics so, I didn’t feel like including it.

Yeah but life force is a class mechanic as well.

Second off, I included those mentioned traits despite not being axe specific because, what power necro wouldn’t run those traits if Ghastly Claws had the same damage output as Rapid Fire. You wouldn’t even care that Ghastly Claws didn’t have projectile finishers, 600+ more range, and vulnerability stacking per hit like Rapid Fire because of those traits.

You do realise that ranger also combo’s in his own traits/skills to enhance it’s performance so you can’t include the necro traits without the ranger traits and then it will be more build discussion than anything.

I just double checked my post for what I wrote on greatsword. Its mentions me saying “In my opinion that will be overpowered”. Which means I never said anything of the sort to indicate Gravedigger getting less damage with it being turned into an auto attack. If Anet did use my suggestion for greatsword but, toned it down because it is an auto attack, then my suggestion just became irrelevant.

So let me get this trait: your suggestion is to going to reduce the cooldown of gravedigger to 0 and replacing the dusk strike, fading twilight and chilling scythe with a new skill? Effectively creating the auto attack with a 3.0 modifier and whirl finisher? Because if it is I would call it insane. No auto got that damage output, not even the last hit in chains.

I am looking at greatsword from a point of view. That keeps its slow aspect and unreliable melee burst, without gap closers like the other professions have to set up their melee bursts. I have concluded that gravedigger is the only real damage coming from greatsword. I have used greatsword without even using the current auto attack. Which means that we don’t need that useless auto attack chain on greatsword, just put gravedigger there. Add in a utility skill to help set up gravedigger. Pulls and stuns seem to be the options to consider because, Anet doesn’t want us to have gap closers on greatsword.

I’m all for the utility to set up a gravedigger. I think I was quite clear on that. i just having gravedigger as an auto is unbalanced and I want to keep that high number.

It is not impossible to use greatsword. Anyone that has used greatsword to an exceptional degree, has considered it to be a weapon used in teamfights. Which means even if it is slow and unreliable, you require allies to make up for it’s weaknesses and help you set up gravediggers slow big hits.

Never claimed it was but most time I’ve seen it being used and used myself is more as a secondary weapon never as the main weapon. My guess is, because it is a bit too unreliable. I mean, why would I use a weapon that requires ally support to function when I can just use another weapon that requires no ally support.

EverythingOP

Axe/GS Help?

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Posted by: Tim.6450

Tim.6450

I think that comparison of Rapid Fire and pet to Ghastly Claws is a rather unfair assessment. Ghastly Claws is not a projectile and generates 12% Life Force. Rapid Fire could turn into a double edge sword because, reflects kept it in check. If Ghastly Claws had the same damage output as Rapid Fire. Glass cannons would get messed up bad.

Oh not affected by a select small group of skills that can be outwaited and 12% of life force vs 20% damage, 10 stacks of 10 seconds of vulnerability, more range (600+) ,20% projectile finsher times 10 and forget that ranger should be lowerthen standard thanks to pet. Such a fantastic tradeoff /sarcasm.

Now what skills do you think are comparable to ghastly claws? Balance cannot excist in a vacuum. Also please try to take a weapon that is actually used as reference point.

When you start accounting for (Edit: Forgot about Axe Mastery) Chill of Death, Close to Death, Decimate Defense, Might Stacking, and Vulnerability stacking. Did I forget to mention Power Wells and again Ghastly Claws is not affected by Projectile Reflects.

Please don’t include those because they are not axe specific.

I think greatsword would also have a better chance if gravedigger was the auto attack. After all, slow big hits is what Anet intends for greatsword to be. No one would be able to complain because, gravedigger is slow to hit, requires melee range, and we don’t have gap closers like the other professions do to set up that kind of burst. It also allows us to consider a utility skill to replace gravedigger previous slot and add something that will help it even more. Like an extra pull maybe? It leaves it open to more than just that suggestion. I also disagree with my death spiral suggestion not being a fix. I consider it my most used utility with nightfall coming in second when I use greatsword. Having it cast faster and recover faster allows me to prepare other setups that are extremely crucial in teamfights. Giving it less chance to get interrupted or missing an opportunity to hit multiple targets.

gravedigger auto? Way to slow to hit anything, interuptable and will therefore make the weapon useless. It will also make the weapon feel less exciting because pulling a gravedigger is now just the auto. Also to compensate gravedigger will lose some damage which will hurt PvE a lot.

Death spiral? yes it is utility to a weapon but the greatsword is not about utility it is about damage and right now we can’t land it properly sinceit is so backloaded. We need some reliable way to get it off, not uncountarable and often but some extra support in that regard is certainly more helpfull.

EverythingOP

why not just reduce chill damage?

in Necromancer

Posted by: Tim.6450

Tim.6450

Diversity is not power creep. The elite specs should provide a different role and thus not compete directly with pre-existing roles and thus be balanced.

For example, necro should be the best 1v1 spec and reaper the best 5v5 spec. Same for mesmer/chrono. DH should be the best offensive spec and guardian the best support/bunker spec, etc… No power creep needed.

The elite specs were suppose to broaden build diversity, give us new niches. Instead, all previous builds have become trash and you are forced to play ONLY the new niche the elite spec provide. So build diversity went down.

On top of that, post-HoT is simply much less enjoyable to me. Even if there was class balance (meaning everyone is OP), it would not be as fun, because of the excess of unfun mechanics (everyone just spams AOE damage, AOE CC, block/invulnerability, boon everywhere, boon corrupt everywhere too).

So yes, I do complain and will continue to complain about power creep.

Necro pre-HoT was slightly weak and has a few bad designs. Reaper is an improvement over this, so I don’t want reaper back to pre-HoT necro, but balanced with most other pre-HoT specs (bunker guard, shatter mes, warrior, etc…). And on top, I would love a few QoL improvement on core necro to make it as good as those too.

So you think that these roles you speak of are achievable when your elite spec has the option to take any weapon from the core any two traitlines of the core, any healing skill of the core ,utility skill of the core and any elite skill of the core. On top of that is has its own healing,utility,weapon and elite skills to chose from.
This inherent skill advantage creates HoT’s power creep even though the skills are balanced: the elite skills of the core don’t fit the current game mode/meta but the reaper’s does well the reaper can take those, the core spec can’t. The reaper’s utility skills don’t fit the game mode/meta but the core’s does well reaper can take those. This is the power creep and the meta clearly showed it: the popular builds ran a lot of the core in it as well.
This advantage will mean that in most cases core specs will fall behind and without it being unbalanced. Restoring the balnce to an equal state means compensating for the inherent advantage for the extra skills, which mean you have to weaken skills to below the lvl of core skills, which is not good. It is also why you see so much ‘unfun’ mechanics because people an now choose the mechanics that fit the game mode best, that is the price of diversity within classes. The only way to get rid of them is to lower these mechanics to until they far less usefull then they should be.
So yeah when you achieved your ‘diversity’ and ‘fun mechancs’ it will mean that a lot of skills are weaker then they should be which is again not good.

EverythingOP

To all necros that feel nerfed

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Posted by: Tim.6450

Tim.6450

What I actually haven’t heard is from that most people justity the nerf by stating that you just need to combo RS#5 and RS#4 to get a decent return back. But isn’t that in itself a nerf because you have to input more to get the same result? You can’t use that whirl finsiher for something else. What about someone who actually combo’s RS#4 with another field isn’kitten nerf to them because they will not get their return in bleeds back since they didn’t combo the ice field?

EverythingOP