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Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Tman.6349

Tman.6349

Engineer: •Explosives V – Incendiary Powder. Moved to Master tier.
This trait is overpowered for for adept right now currently i aggre. But it is in an explosives line. For ppl that use elixirs, this is an important trait to invest in to get a bit of power and for the much needed damge to pistols and rifle. Instead of forcing a 20 pts investment to get it while no other traits in the line really fit nonkit builds will actually negate some good build options. Instead i think it should be something along the lines of: Pistol and Rifle attacks have a 30% chance on Crit to cause Burning (2s) Cd of 8-10 secs (or even keep on all crits but with the prerequisites). This will give elixir users a source of reasonable damage while still being able to invest into firearms and a defensive tree.
Guardian:Shattered Aegis. Damage instead of Burning.
I feel this is a bad idea as the fact that Kindled Spirit and Fiery Wrath have great senergy with this trait and is very effective in this trait line. I feel taking away on one of the few sources of burning (the only condition Guard has really) is a bad idea and will make Kindled Spirit and Fiery Wrath MUCH less effective seeing as were trying to get more damage out of this line.
•Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.
This is the source of mobility that many guardians sacrifice a second damage set in order to keep up with party movement and asking them to stand in they symbol to get decent boon duration is out of line for the support the staff provides and seriously hinders the effectiveness of this skill. Most guardians will agree that they cherrish this skill exactly how it is if not willing to argue that a couple more seconds would be better.
Necromancer: •Mark of Blood. Removed 1 bleed in PvP only.
•Signet of Spite: Removed one bleed.
These are trivial changes as they can be removed from a single condition removal and aren’t really that great as they.
•Spite X – Chill of Death. Increased trigger threshold from 25% to 50%
This trait is great as it is although the real problem that it doesn’t trigger when it is supposed to and that is what should be changed. This trait is good for a Necros finishing off an enemy as it is at 25% that most are gonna being using thier regen, prot, etc. and this allows the Necro to assure the kill before the other much more mobile classes can make their retreat. It is great as it is imo and changing the proc to 50% will much reduce it’s effectiveness.
*Dhuumfire should be changed all together and many Necros agree with this. Several other professions have access to burning and it is kind of out of place as the paradigm of Necros cc style of play. I believe this could be changed to Dhuum’s Malice: 25-30% chance to inflict 3stacks of Torment for 3s on Crit. This fit’s into the Necro’s cc style of play and works well with conditions and has senergy with Necro’s other sources of Torment but can removed with one cond. remove.
These are just a few of the ideas i have and many of the other professions have been well adressed already.
Thank you for your consideration and +1 if you like these ideas.
I’m very excited to see youtube builds heading to the wayside and the creativity of the community being given the chance to put their brains to work to come up with some fresh ideas, as many ppl seem very stuck on what they’ve alway done without any investigations into other practical builds. Thieves are not doomed everyone. They are so great right now and they’re not dead. S/d, P/d, and D/p are all overrated and thieves are capable of some other great builds. I main a P/P thief that wrecks. Warriors will be fine too.

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Tman.6349

Tman.6349

General
These are the proposed balance changes for the Dec. 10th build. These changes are not final and are subject to change. We are posting them early so the community can discuss them with us. We wanted to be more transparent with the community about these changes to help expose problems that riskier changes might create.

Our goal for many of the classes was to increase build diversity while still maintaining class roles and identities. Some of the things we increased were abilities/skills that people don’t run very often. Our goal was to increase these abilities to make them viable alternate builds.

How to give good feedback and what to expect.

  • Be constructive. If you think a change may cause issues, say why and give examples. Try not to argue with others – make your point and then accept that other people may have different points of view.
  • Be concise. Our time is limited and we can’t read walls of text because it will prevent us from having the time to read as many posts as possible. Bullet points or numbered lists are very easy for us to read!
  • Be specific. “I expect this change to accomplish A, but I think it will actually accomplish B”. The more specific you are, the better we are able to understand where you’re coming from, what type of content you play, and it helps us to understand the context for your feedback.
  • Be objective. Keep in mind that just because you may not like something, that doesn’t make it bad. Others may have differing opinions. They may play a different type of content, or they may play a different profession, so be objective and keep in mind – we have to balance the game for EVERYONE, not just you.
  • Be respectful. This goes for your fellow community members as well as for devs. Respect the ideas and opinions of others.
  • Be mindful of scope. These are the changes we are trying to get in for the Dec. 10th balance patch. That doesn’t leave us with time to rework entire classes, or redesign entire weapon sets with this update. Keep scope/work/time/resources in mind when you make your suggestions.
  • Be mindful of context. Power creep is something we’re trying to avoid. Sometimes a profession may not receive as many increases as other classes. A lot of times, this is because that class is already performing very well in the current state of the game. So keep the overall context/state of the game in mind when giving feedback.

First Jon i’d like you to know that I have played GW since the first days of GW1 and very much understand the long line of progression, meta shifts, meachanics, and the style of supportive gameplay that you’re looking for with the GW2 system and balances. I have 8 geared 80s and feel i can provide some constructive ideas for how to epen up some build opportuinities and keep them in line with the direction you’re wanting to move while keeping balance in both pvp and pve builds. People who are familiar with GW should know that balances and changes in meta inspire creativity and move the community in a good direction so I will give my insights into the professions in the following posts. Thank you for your consideration.

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Tman.6349

Tman.6349

Skull crack is a 130 range ability *130 range * .Do you guys know how hard it will be to land that on a moving target with the cast time being doubled? It’s also a single target skill.Something needs to be given in return here or no one ever in their right mind would use mace main hand.Used to be a good counter to thieves for skilled players but now you are turning it into useless again.Better make the stun 2 sec again imo it would be much much much less of a nerf.

You guys say you want more build variety yet you come up with changes like these that instantly kill 3 or 4 builds and 2 weapon choices.Instead you make rifle/gs kind of viable for pve .I’m speechless.

lol.. +1/4 seconds kills a build? 3 secs stun/daze isnt enough reward?

now it requires some skill. ever tried landing final trust?

You must have no ideea what you are talking about.It has 130 range.Basicly it means if you are crippled the target will just walk away out of it’s range while you are casting it.

Don’t give me the final thrust example because it’s really bad..The sword has a leap and immobilizes,cripples and can also be paired with shield for a stun.Seriously you cannot even compare the 2. Mace has nothing of that to help you land it.

To use your example of the sword…how about Mace/Shield….

October 15th balance/skills updates preview.

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Posted by: Tman.6349

Tman.6349

So, according to the preview, it would seem engineers may be near to getting out of beta phase, being able to attack the enemies they want and not having to rely on rng for heavily situational boons that are near useless otherwise. Well, and not having to trait a kit just for it to be useable.
Now we just lack a way to avoid carpal tunnel syndrome while using grenades to fully go gold. Like, dunno, having an autoattack like every other weapon in the game.

While we wait for such basic features, the other classes will continue to get buffed. But it is fine, it isn’t like we’re the least played class of the game.

The is also the VERY REAL possiblity that grenades aren’t the ONLY way to build an Engi but i doubt many would ever concider that…

October 15th balance/skills updates preview.

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Posted by: Tman.6349

Tman.6349

Rangers are by no means in trouble and neither are their pets. In fact they are an absolutely incredible duo and very capable of GREAT support. The true problem here is that players don’t know how to build a ranger and are oblivious as to how powerful they can actually be as they get stuck into the meta garbage ideas of what a ranger is and completely neclect the vast amount of tools the ranger has at his/her disposal. My ranger/pet combo are nearly invincible and roll over mobs so easily. If you’d like a new paradigm for what a ranger can be feel free to pm me anytime and i’ll be happy to show you the epic dps/support capabilites of the ranger for Pve, PvP, and WvW. They are by no stretch of the imagination weak i can promise you this. Perhaps a leap outside of the box would do everyone a bit of good. Not everything you see on Youtube is the ONLY way ;D and in fact a lot of it is garbage. My main is Maya Sassin and i’m online most evenings.

(edited by Tman.6349)

Superior Rune of Perplexity

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Posted by: Tman.6349

Tman.6349

Use these runes and you will sometimes, but not most of the time, get confusion procs for staff 5 or spectral wall.

You already mentioned this in a different thread a few days back, but it’s false. Fear does not interrupt, ever.

i’d also like to know what interrupt procs you’re talking about b/c necro has none.

Wail of Doom, Spectral Grasp.

I suppose it also works with Sinking Tomb… never tried the runes under water though.

i was referring to the fact that FEAR will infact interrupt skill usage and it will. i also stated that fear DOES NOT interrupt proper as a normal interrupt does such as daze etc but rather the mechanics of the fear itself is what interrupts the skill usage as you immediately turn away and run. as far as the “interrupt proc” i wasnt referring to what skills you might use as that is pointless but rather i was questioning what traits etc it is that you proc on interrupt with a necro. rune of perplexity aside, i don’t know of any.

Superior Rune of Perplexity

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Posted by: Tman.6349

Tman.6349

The bug with fear is that sometimes it does interrupt but most of the time it does not, so it seems random/bugged. DS 3, downed 2 will not interrupt, but you can get interrupt procs under right circumstances from every other fear skill in the game.

Use these runes and you will sometimes, but not most of the time, get confusion procs for staff 5 or spectral wall.

yes indeed you do proc confusion rarely with this rune but it has nothing to do with interrupting and everything to do with the fact that the 4th effect of this rune has a 20% chance to cause 3 stacks of confusion when you hit an oponent. granted a very well time SW or a daze from the warhorn will proc it, fear will never ever proc effect 6 on this sigil as fear is not considered a stun by the game. it is a condition and there is no changing that. this is exactly why the Para sigil no longer works with Fear either. yes it can interrut skill usage but that’s only b/c that is the way fear works but it is not a proper interrupt and isnt bugged at all. it works exactly as it is inteded to and thats not gonna change. i’d also like to know what interrupt procs you’re talking about b/c necro has none.

(edited by Tman.6349)

Superior Rune of Perplexity

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Posted by: Tman.6349

Tman.6349

everyone keeps talking about terror/fear being bugged. Anet has specifically stated although it is a crowd control it is meant to act as a condition and not as a STUN. this is somewhat silly thoough as necro HAS to trait fear for it to do damage as all the OTHER conditions do. i feel that is what is really bugged. it does fall into a weird gap in the middle of conditions and stuns though as it doesnt do normal condition damage AND you need a stunbreak to remove it properly. fear will not be ‘fixed’ in order to apply to these runes as an interrupt although it does indeed interrupt skills, it is still considered a condition by the game. i think they should make it do normal condition damage and change the fear damage trait altogether. really Anet just needs to make a real decision across the board about how they’re going to handle fear as it is quite confusing. the para sigil for instance and now the perplexity rune. fear seems to be a game mechanic without a home

Is the Majority GW playerbase Hipsters

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Posted by: Tman.6349

Tman.6349

i like how you mention mounts “differentiate”, like they add some epic level of individuality but ‘your idea’ is comletely jacked from a different game LMAO maybe ANET ‘differentiated’ themselves by not having mounts and using Waypoints. O.o “Come one! Come all! Join our individuality club!” lol get a clue

Sigil of Bursting = Sigil of Malice?

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Posted by: Tman.6349

Tman.6349

sigil of bursting is +6% DAMAGE and sigil of malice is +6% DURATION