Showing Posts For Tim.6450:

Make DS Cooldown Start on entrance

in Necromancer

Posted by: Tim.6450

Tim.6450

Like ronpierce said it is already possible due to a bug, and yes you can enter DS almost a second after you entered this way (use of spectal grasp).
On topic I’m even for no cooldown on DS, since we already limited by a life force restriction of 10%, but with an ICD “on entering DS traits” and “on leaving DS traits”.

EverythingOP

[Suggestion] Resilience: The cure to condition problems

in Profession Balance

Posted by: Tim.6450

Tim.6450

I think having an anti condition boon would be cool. I don’t particularly like this idea tho because it’s use would be spammy. You wouldn’t necessarily have to time it well because you can’t fully predict when your opponent is going to put conditions you don’t want on you. (Obviously you don’t want any conditions, but in every situation some are worse than others). I recommend an anti condition duration boon. 10-15% condi duration reduction under the effect of the boon tops. This boon isn’t so OP that the system would need reworking nor is it so strong that condi players will cry. Obviously, this will be very well balanced in wvw, with the insane condi duration foods like Koi cake. In pvp, it should be fine as well, as long as it isn’t like 100% uptime or something stupid. I really like the idea of a very strong boon, such as this, that becomes more and less effective based on skill level (timing).

Such things already exists but not in the form of boons (look at purging flames) it gives the advantage of preventing of extending/stacking the duration plus it cannot be ripped/corrupted off (what kind of condition would that be by the way?).

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Why hate the zerkers

in Fractals, Dungeons & Raids

Posted by: Tim.6450

Tim.6450

Uh, I’m talking about this part 0:39+

Would you care to provide us with a specific case where using PVT/Cleric’s gear would speed up an encounter because less dodges/heals/blocks are being used?

If you’re talking about people wiping so many times because they’re on zerk gear, then the answer would be, of course.

We’re not talking about whether zerk gear results in the fastest clear every single time in all situations. We’re talking about how it’s the most optimum gear to use if used accordingly, backed with coordination, strategies and the skills accordingly.

ty for the video but looking at the video , I can see that they spent a lot of time killing the mobs in the elemental part. If they were wearing pvt then maybe they didn’t need to kill all those mobs and could just attack the elemental. Since the elemental cannot be crit you will do equal damage to the elemental.

An experience where I personally saw improvement was in the may trin fractal where we could facetank her so that she was always inside a blue circle.

EverythingOP

Fix Minions

in Necromancer

Posted by: Tim.6450

Tim.6450

fragile how are minions fragile? Dumb yes but not fragile.

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

I hate when people say condition damage can be reduced because we can remove conditions. Well, shoot! You can reduce physical damage then by going invulnerable, blocking, blinding, and having protection up!

fun thing is three of the four things you say to reduce power damage work also on conditions.

EverythingOP

Why hate the zerkers

in Fractals, Dungeons & Raids

Posted by: Tim.6450

Tim.6450

More vitality / toughness -> less offensive stat -> less damage -> slower killing times.

correct but only if you can crit. If you can’t then you can take soldier with equal damage.

EverythingOP

Why hate the zerkers

in Fractals, Dungeons & Raids

Posted by: Tim.6450

Tim.6450

How does that work?

If he didn’t need to add any toughness or vitality, how do you argue that it would’ve been better that he used some?

If he did add vitality or toughness, he could have used less dodges/heals/blocks/… and used more attacks and finished the fractal faster.

EverythingOP

Why hate the zerkers

in Fractals, Dungeons & Raids

Posted by: Tim.6450

Tim.6450

Like the Snowblind one? I don’t think Obal had to change his gear there.

Just because a player doesn’t change it’s gear doesn’t mean that the build is edually good in that situation.

EverythingOP

Why hate the zerkers

in Fractals, Dungeons & Raids

Posted by: Tim.6450

Tim.6450

Honestly, you can use a tank in this game, but it doesn’t make the encounter easier or faster necessarily.

There are some places (fractals especially) where being a tank is far more advantagous then being a zerker.

EverythingOP

Almost Racist

in Fractals, Dungeons & Raids

Posted by: Tim.6450

Tim.6450

It’s just that those classes are seen as inferior for dungeon runs. It’s cetainly not gear supremacy since I have seen a “no guardian” LFG.

EverythingOP

[Suggestion] Resilience: The cure to condition problems

in Profession Balance

Posted by: Tim.6450

Tim.6450

Here’s the problem: when you can stack multiple types of conditions with high condition damage, the damage per tick becomes overwhelming.

And by how many attacks were you hit to get all those conditions?

Instead of being attrition-based or supplementary, condition damage is doing more than power-based damage in short time periods.

I have yet to see this.

Further, condition damage is driven by one stat, compared to three for power damage.

How can you claim that when you say that traits and sigils are a problem which are driven by precision???

Power damage is further affected by toughness, the protection boon, and other direct damage reduction skills and traits.

Can you say such direct damage reduction skill (I’m quite curious)? Conditions on the other hand are affected by cleanses and – condition duration.

All combined, certain builds are doing more damage with conditions while spending a lot of their remaining stat budget on defensive stats.

Can you show me such a build?

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

I see your point in how people might make the wrong decision if given this information, but people make the wrong decision now because of the lack of information, which I would argue is worse due to the fact that with even a rough, projected estimation of how much damage your liable to take from the conditions you have over their duration in addition to how much they are currently doing to you each tick, you have the ability to make an informed decision, even if it turns out to be the wrong decision.
But an uninformed decision is not a choice, your guessing at best. And we know people make the wrong decision all the time, as they come on here and complain about conditions, even if they attribute the problem to something else.

I would agree that it may be too much information if you know how much damage everyone is going to take, but at the very least you should have an approximate idea of how much damage your going to take, and maybe your party members.

Might does throw a wrench into it, so whatever UI implementation is never going to be 100% accurate, but even an approximation is better then no information.

But at the end of the day we are talking about something that is mathematical, and can be calculated to a high degree of accuracy, something that computers do very well. I just UI elements to inform us these calculation in a clear and concise manner, rather then expect players to do all the math in their head in the middle of combat.

What about confusion? Torment’s movement penalty? They cannot be displayed accurately since they are not known to the computer.

EverythingOP

Life siphoning

in Necromancer

Posted by: Tim.6450

Tim.6450

I think adding the shortest ICD possible will be a better solution.

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Please remove decoy's skill cancel

in Profession Balance

Posted by: Tim.6450

Tim.6450

Don’t know why other skills with no cast time, like Blink or Mirror Images, don’t interrupt healing cast while Decoy does…

Maybe because it’s a stun breaking , clone generating, stealithing, instant skill that also ignores reveal?

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

You people, how painfully stupid are you?

Please don’t insult people like that. It does not help you in any form.In fact it makes you look juvenile.

Yeah, direct damage also has some of these problems? So bloody what, that doesn’t make the problems with conditions any more non existent.
And this discussion is not about direct damage, it is irrelevant and off topic.

It is relevant: you state that it’s a problem for conditions and want a solution but you don’t post anything about it for power so that means either:
- You are biased towards conditions.
- It is not a problem.

Also you clearly didn’t read beyond that point, where I specifically mention the other huge reason conditions have counter play issues which is absolutely not the case with direct damage,

I did read those points mind you and answered them.

which is knowing how much damage you will take.
With direct damage you know exactly how much damage you have taken and it’s easy to calculate how much damage you can take after a few hits, and there are a reasonable few options to mitigate it, thou there could always stand to be more.

But with conditions, besides trying to outright avoiding them in the first place, you have no earthly idea how much damage they will actually do to you. Read the part where I go into detail on this problem.
And stop conflating two different things.

like I told you before I believe that there is not a single simple UI model that will not allow people to fool their opponents in to cleansing at the wrong time.

Fair enough with the first point.
Second point is just flat out wrong, it’s a false dichotomy. Third, that they both have problems but I am electing to discuss conditions rather then power.
If you want to discuss the problem with power builds, be my guest, do it in another thread, I will probably agree with you. But just because I don’t give them equal treatment, doesn’t make the points I raise any less valid.
It’s the same dumb argument people keep making and it’s just intellectually lazy.

Third, I wasn’t talking about you, you at least try to make decent points, some of these other guys clearly didn’t read or understand the point I was trying to make. Ie cherry picking.

Your forth point I just find bewildering, can you clarify what your talking about?

Well the point is that I believe that no matter what UI you choose it will either be:
-too much/little information
-too complex (it takes too much time to read correctly)
-A player can use the UI to it’s advantage so that it’s opponent cleanses at the wrong time.

I will give you some examples of UI’s and their problems:

-the current system: you cannot see you’re future damage only see your current damage. You can calculate an upper bound (damage*stack*time) but that takes too much time for combat.

-You show how much condition damage you take per condition (bleed,poison,etc) if you don’t cleanse: this would work if there didn’t exist low stack long duration conditions like “blood is power”. In a realistic situation “blood is power” will hit for 9K damage over 42 seconds (2 stacks), nobody would cleanse this skill alone, but the 9K will trigger players into using their cleanse skill wrongly. Also it ‘covers’ for other bleeds so the player has to cleanse or lose his UI.

-You show how much condition damage you take per condition (bleed,poison,etc) in the next X seconds if you don’t cleanse: You do not know if it is the right time or not due to a lack of information (you don’t know how to cleanse in the future).

-You show every stack a player has: too much information.

- system where you show how much damage you take per tick (ordered on the time of each tick: the first tick first second tick second, etc): Take blood is power you need to display 42 ticks and don’t forget other conditions because they too have other ticks so a player will receive information overload.

Before you talk “blood is power” is the problem there condition which stack in duration which can give you the same problem, “blood is power” is just a simpler example.

Another problem I haven’t mentioned is might and other stat increases. The damage a condition does is not calculated at the application but a the moment of ticking so this can cause some extra confusion (not much but it can be a problem).

EverythingOP

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Yeah, direct damage also has some of these problems? So bloody what, that doesn’t make the problems with conditions any more non existent.
And this discussion is not about direct damage, it is irrelevant and off topic.

It is relevant: you state that it’s a problem for conditions and want a solution but you don’t post anything about it for power so that means either:
- You are biased towards conditions.
- It is not a problem.

Also you clearly didn’t read beyond that point, where I specifically mention the other huge reason conditions have counter play issues which is absolutely not the case with direct damage,

I did read those points mind you and answered them.

which is knowing how much damage you will take.
With direct damage you know exactly how much damage you have taken and it’s easy to calculate how much damage you can take after a few hits, and there are a reasonable few options to mitigate it, thou there could always stand to be more.

But with conditions, besides trying to outright avoiding them in the first place, you have no earthly idea how much damage they will actually do to you. Read the part where I go into detail on this problem.
And stop conflating two different things.

like I told you before I believe that there is not a single simple UI model that will not allow people to fool their opponents in to cleansing at the wrong time.

EverythingOP

(edited by Moderator)

Speculate on Runes and sigils!

in Necromancer

Posted by: Tim.6450

Tim.6450

I hope on an actual full bleeding krait set (+45% duration) with as sixth bonus: “when using a heal skill enemies receive 3 stacks of bleeding 10 seconds”.

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Mmm, your conflating two different things here, the skills themselves, and conditions.
Yes you have counter play with skills in general, for the most part, whether or not they deal conditions is beside the point.
However once conditions have been applied, there is no counter play.
You either wait or remove them, you have no other options. That was my point.

So that is the same with power once the hit has landed the damage is done (damaging conditions suffer the existances of cleanses).

EverythingOP

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

The Problems

So what is wrong with Conditions?

  • 1. Spam.
    Due to the way almost all conditions stack in either duration or intensity, in conjunction with Guild Wars 2 lacking almost any kind of resource mechanic, with the solo exceptions to Fear and Blind (maybe also Chill), there is never any reason not to use you conditions at every available opportunity.
    This makes conditions very spammy and mindless. You never have to think about when or how to use your conditions, rather you simply spam spam spam spam spam them until your blue in the face. For counter play to exist, there have to be situations you do not want to use them, where it is advantageous to save them for when you need them. Rarely is this ever the case.

This a problem for both power and conditions build the only difference is that every that with conditions it is a bit more visual.

  • 2. Lack of Counter play.
    Partially for the reasons above, but also in addition the way conditions are removed in a very dime a dozen fashion, you don’t have to think about how to deal with conditions. One party applies them, the other removes them, end of transaction.
    Your only options for dealing with most conditions in either to wait and take the damage/effect, or remove them. A few professions such as the Necromancer also have the option to transfer them, or convert into boons (which is functionally identical to removal), however these tend to be the exception rather then the rule.
    It’s a very binary system, either they are on, or they are off, with little in the way of a middle ground such as mitigation.

So you can’t dodge, block, evade, … conditions anymore?

  • 3. Unclear Damage Potential/UI.
    Due to the way Condition Damage works, in conjunction with stacking, it is very difficult at a glance to tell just how much damage you a liable to take from conditions.
    7500 of sudden direct damage would get you back off and reevaluate if you have your wits about you, but 7500 of condition damage, how on earth do you evaluate that?
    And as such many players react poorly to thou situations and cry foul, calling conditions over powered. Where the problem is actually that they had an uniformed choice, and an uninformed choice is not a real choice.
    In order for counter play to exist you need to know your options in addition to having them. And as such you need to be able to decern your situation at a glance.

I admit that there is a problem on that part but I believe there is no good UI model for that. Showing all the damage a condition would do is useless since the duration is an important factor (take as an example blood is power, who fears two stacks of bleed).

  • 4. Lack of Class Distinction/Differences in Kind.
    Given the spammy nature of condition, and most professions tend to have most conditions, in a very general sense. As a result there is seldom any difference between condition builds between professions, they all tend to function almost identically.
    While this is more of a minor complaint, part of the reason you have different classes in the first places is because of how they differ from others. And currently there is not much in the way of clear differences between profession when it comes to conditions.

I think that this is more important to power builds I mean damage is damage right. In condition they can come in different forms. But after that every class has different ways of application both power and conditions.

  • 5. PvE Bosses.
    Again, due to stacking conditions on bosses very very rapidly hit their cap when multiple players are involves, which greatly reduces the amount of damage condition based players can do to players in PvE. It’s a very common complaint, justifiably so.

Nothing to deny here.

EverythingOP

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

this overwhelming access to various forms of rapid application of not only damage but also control such as cripple, chill, and immobilzation leads to an absurd level of pressure both at distance and in close quarters that direct damage could never maintain.

You know what you described fits my necro power build.

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

PVE: meh cutch for a system problem.

PVP:
Why can’t people accept that condition weapons apply condition damage with their auto attacks? Condition players do not demand that power weapons do not do power damage on their auto attacks.

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Priority with condition is hard to do since 1 bleed for 10 seconds is not as scary as 15 seconds immobilize but 25 bleeds of 10 seconds is scarier then 15 seconds of immobilize.

EverythingOP

New to necromancy and PvP..

in Necromancer

Posted by: Tim.6450

Tim.6450

With the free trait slot left free for the new trait coming up.

I think he meant the trait in spite not curses

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

yes auto on scepter is maybe less effective without dhuumfire but still hits like a truck over the time with condidmg and application of bleed. or u wanna tell me we should dodge grasping dead cause the 2 bleeds or feast of corrumption on a condimancer?

You can dodge grasping dead, signet of spite, enfeebling blood, weakening shroud, … .

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Gaurdian movement not much we got do we ?

in Profession Balance

Posted by: Tim.6450

Tim.6450

Hammer5/staff5 is easily run over with stability or dodged over

I think dodge doesn’t even work.

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PVPBANK

in Account & Technical Support

Posted by: Tim.6450

Tim.6450

Now they are harrassing me 3th one in 24 hours .

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Mace 3 on guard vs Downed

in Profession Balance

Posted by: Tim.6450

Tim.6450

I think this belongs on the bug forum.

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PVPBANK

in Account & Technical Support

Posted by: Tim.6450

Tim.6450

I’m not sure if this is the right place to report/ask this, but I thought this is the best place for it. Throughout the time I play gw2 I have been receiving messages from the pvpbank.com, I’m almost sure it is phishing, but that is not the problem. They take in some space and are quite annoying/distracting. I always block the account sending those messages, but it does not help.

So my question is there a way to block those messages? If yes how? If no will it ever happen?

Edit: remove foto

EverythingOP

(edited by Tim.6450)

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

(WvW and sometimes spvp centric blurb)

Yeah; I think the amount of +toughness gear out there lends itself to the “let attacks hit me and then whine when the condi damage kills me” mindset.

People get used to stacking so much combined armor instead of vitality so that they can afford to tank hits from power builds but forget that condition damage is going to ignore all that armor and it is going to ramp up quickly if they neglect to do anything about it.

Which is kind of the point of condition damage.

This a major mentality issue that needs to be solved . People take too much toughness and place themselves in a disadvanatge against condition users since they fight with less stats (not completely since their is physical damage but that’s it).

I don’t get the animosity against vitality. Yes your heals will not get better but you are better protected against conditions. Another advantage of vitality is that it makes your effictive hit points without healing (HP*Armor) higher (the only exception is necromancer but the moment he invest 2 points in toughness vitality becomes the better option (this only counts for non-ascended armor there is vitality superior)).

EverythingOP

(edited by Tim.6450)

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

I forgot about fury and retaliation, but as I said (not directly), there’s a counter to every power-based buff. Weakness can be used to counter fury, not to mention the critical damage nerf coming up. I also remember reading somewhere that you can simply dodge after doing damage to avoid retaliation (not to mention how uncommon it is), but I have not tested to see if it is true. As stated by Coglin, you can use condition duration foods and runes to double your existing condition damage (twice the time, twice the damage), which, in my opinion, is far better than any buff a power-based build can give. Critical damage is reliant off of both precision and power and much harder to get a 100% boost on, especially after the nerf.

You can’t with alone food ,runes and trait stats to double your duration , you can do it of one condition (like bleed) to 100% but not all. You need food runes, traits and either a sigil or oil/crystal/sharpening stone to reach 100% condition duration. And that is your limit, power does not have that limitation.
Even with 100% duration the damage of a condition user is not double you forget the power damage part which may not be forgotten and cleansing will be more effective.

Let’s see the maximum amount of feriocity by gear and traits and food (100 ferocity) is 1145 which results in an increase of 76 crit damage so that means that you critical hits strike for 126% more damage. With a critical hit chance of 54% you wil hit for 68,04% or (93,24% with fury) more damage still lower then the 100% for conditions. Now you need a damage boost of 20% (1.6804 *1,2 = 201,648%) to reach beyond 100% with fury you only need 4%. So even if you don’t take fury your damage can be boosted beyond 100%. This is pure stat based there some traits which have tremendous amount of inluence on your power damage like deathly precision( 50% crit chance while in death shroud).

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

One issue I have with conditions is that there are fewer ways to defend against it than direct damage. Both Vitality and toughness help mitigate direct damage, while only Vitality helps against condition damage. Sure, you can get -% condition duration food, but oftentimes, the enemy is running +% condition duration runes and food, while with direct damage, one could use protection and weakness to defend themselves, Although vulnerability and might could overcome these two active defenses, it is not easy to do, and you still have both toughness and vitality passively defending you. Also, many would not consider it sensible to run Melandru’s and -% condition duration food because you lose too much damage potential by doing this (this is true for both condition and power builds, though certain builds still benefit more from -% condition duration than additional power). One could also say it is not sensible to go out of your way to get weakness or protection, but even without those, you still have two built in stats (vitality and toughness) to keep you safe from power-based damage, aside from only vitality protecting you from condition-based damage. Also, every character has an option of several built in heal skills. Among those, only one, for the most part, will remove conditions. On the other hand, almost all heal skills (except the really bad ones) can take care of power-based damage without the fear of the healing being completely negated in a few seconds (unless fighting outnumbered, or against a full zerk build). I personally think the way toughness and vitality works needs to be improved so that it actually has meaning in PvE and can more reliably fend off conditions. In addition, while I find every class to have many options to deal with power based damage without too much sacrifice (except for eles, who only have a few, but they’re too busy traiting to counter conditions to make use of most of them), a character may have to invest into traitlines, runes, and/or food that only lowers their damage, which hinders them further when trying out-damaging the common tanky condition builds (excluding warriors, who are blessed with cleansing ire to deal with all damage). Not to say conditions are broken, though. I think with enough experience, one could learn to beat any foe condition or power, as long as they have a few defensive tools to use against both.

I tried to make this as clean and self-proven as possible, so as to not get my head ripped of by peers. XD

on the flip side you get more/better boosts to your damage: fury( arguable but is better for power builds), retalition , vulenerability, … .

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

True but my warrior can’t use all 5 abilities all at once, while a necro can put on me almost every single condition, I can cleanse them and they can put all those conditions on me again…

My necromancer cannot use all my 5 abilities at once either.

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Ikr. I play PvE only. I dont really know what the fuss is about in PvP, but i know im fully ingorant on the matter. Thats why i asked here how this idea would work out.

The problem with conditions is in my opion a mentally problem.

The first is the mentally around toughness vs vitality. Most people prefer toughness since it doesn’t devalue your healing. So they stack toughness for being more tanky but the problem with that is that conditions ignore toughness. So when they fight a condition user they fight with a stat less.

The second is the fact tha people play more cautious when they are on low health. They pop their invulnerability/blocks/… when they are losing but with conditions they are just preventing new conditions to be applied but old ones are still ticking and thus killing them.

The third one is a bit strange. A good defense against conditions is a good offense. Condition players need a longer fight, so if the fight is longer they are in a better position. When people are losing against a certain to seek better defenses but with condition you are just playing in their hand.

Last but not least is the best defense is condition removal, but knowing the right moment is very hard to do. The other defenses against like dodging/ blocking/… are less effective against condition due their smaller tells (which are neccessairy due to removal).

This are in my opinion why players have a problem with conditions.

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

the first one would stupid since it would up becuase too low damage or it would OP because the tank would to much damage with them.

The second would be OP since conditions ignore toughness so a power condition fighter is prepared for both tanks (conditions) and dps’ers (base damage).

the third one one same reason as the one.

So no, condition damage is neccessairy.

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Feedback regarding Conditions

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Posted by: Tim.6450

Tim.6450

@Silv when you are taking damage when you block due conditions then you were already hit if you are fighting a power build then that health would be already lost.

You’re blocks/invulnerability due stop conditions not on the damage front but on the application front. So you take less the damage but the difference is spread over time.

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[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: Tim.6450

Tim.6450

I guess I have accepted that against a good thief I have little chance of killing him since they can always reset the fight but I don’t care. If I come to did to wvwvw then my intention is not killing players, I came there to capture objectives and score some war points. So if a thief escapes then I think that I have won.

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PVE Idea (Necro skill)

in Profession Balance

Posted by: Tim.6450

Tim.6450

I like it, support combined with skillfull use.

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Knight's VS Cavalier's

in Necromancer

Posted by: Tim.6450

Tim.6450

Nemesis is not always the best source. I once saw him make build with 100% crit chance while using 3 phantasm duelist as a power player. I pity the condition players that have to work together with that build. Off the side note if your ging life blast then take cavalier, I don’t think you have much procs on crit so cavalier will boost yoour damage the most.

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Another thing which is a major culprit is the instant cast nature that i mentioned earlier, most condition based attacks have extremely low cast times and almost no tell and the fact that some skills have no travel time. (Necro scepter, Necro Marks) Giving these a slight amount of time to reach their target will allow for proper counterplay instead of mindlessly spamming 11111 and the marks.

Instant cast please give a condition that is instant cast , only found doom and cry of frustration . Besides power attacks have instant cast attacks: lightning strike, smite condition and mind wrack.

Also ever played a death shroud power necromancer? Now that is even more 111111 spamming.

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[PVP][Warrior] Endure Pain/Berserker Stance

in Profession Balance

Posted by: Tim.6450

Tim.6450

I believe berserker stance is OP, 8 (10 if traited) seconds of complete immunity to an entire damage type and all soft cc. Would you imagine the chaos if endure pain has a 8 second duration. And if that isn’t enough that they are granted half a bar of adrenaline every second.

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Necro has heals for pretty much any situation. Plus they have Deathshroud so i wouldn’t really see that being the case.

This is very misleading a necro either: heals “much” in any situation or he has death shroud the two are (unfortunately in my opinion) incompatible.

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Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

My first step would be to bound conditions to non-spammy atacks (such as engi nades, necro AA etc.), at least condition damage ones and reducing cleansing capability across the game a bit in exchange.

can we do the same with power type damage? No power type damage on spammy attacks and auto attacks?

EverythingOP

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

there needs some sort of condi damage reduction like Agony but for conditions with a max cap of 30-40% maybe on runes or a gea set so players have to actually trade off some actual stat points and/or rune benefits

It already exists . It’s called rune of melandru.

EverythingOP

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Conditions are the sole reason I do not pvp in wvw or s/tpvp. There are simply too many ways to apply and not enough to cleanse. If there’s an auto attack that can cleanse like there’s auto attacks to apply, then I might try it again, but until the condi meta is fixed, I won’t pvp in any aspect.

If we translate your desire in a power version then you want an auto attack that heals 2K with each hit withour any investement in healing power. That is insane.

EverythingOP

Gaurdian movement not much we got do we ?

in Profession Balance

Posted by: Tim.6450

Tim.6450

Current weaknesses:

-No soft CC
-Very little mobility
-Medium damage
-Most melee-centric profession(due to terrible ranged weaponry)
-Low health
-Situational Sustain(Ah only works with a bunch of people around and with staff, Monks Focus is not a sustainable spec but rather for burst healing due to 3/4 meditations have long cd’s.)
-Unable to spec into a viable condition damage role.

There is no other profession in this game with this many downsides. I will say though that you shouldn’t be able to do everything. However, if you’re going to make a profession 99% melee-centric, it’s melee better be kitten amazing.

necromancer:
- very little stability
- high cooldown stun breakers
- no cleaving
- low armor
- very little mobility
- no invulnerability/evade/…
- situational sustain (death shroud blocks healing)

EverythingOP

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Context says that PVT warrior will not outdamage a Dire warrior all the time in a fight, as it does on a training dummy.

Isn’t that the point of skill? Making sure your way of fighting is more effective then others? Do we have to remove skillfull condition players because they managed to outdamage a power player?

EverythingOP

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

proof? numbers? Would you please be so kind to display them because without them your words have very little value.

EverythingOP

berzerker stance bug

in Necromancer

Posted by: Tim.6450

Tim.6450

You know what else is a problem, Signet Of Vampirism only works against physical damage | :

That’s not a problem since every condition attack does physical damage so one attack equals one proc of signet of vampirism.

EverythingOP

berzerker stance bug

in Necromancer

Posted by: Tim.6450

Tim.6450

So..?

Condition Dmg is a SECONDARY STAT (yes yes, Carrion/Rabid blah blah blah). The sooner you accept it, the sooner you can collect hundreds of bags from Warriors -_-

If you still want to fool yourself thinking your condition dmg is what is killing enemies zergs, fine, just stop complaining about hardly noticeable bugs like this.

And yet half the forum’s are crying about the condition meta (which I personally doubt exists) in the competitive part of this game. So I think your assessment may be wrong.

EverythingOP

Power Necro Viable?

in Necromancer

Posted by: Tim.6450

Tim.6450

Lol Wut? At least power builds involve some kind of risk… Condi builds are just spam aoe on the point epidemic the whole team died…. Mindless bs…. And I will never seriously play a condi build of any kind on any class they are mindless and lame and toxic to the game.

I never implied power builds as a whole but a necromancer 30/x/x/x/30 build is most likely shoot life blast till the enemy dies. More spam than that is not possible.

EverythingOP