Showing Posts For TyPin.9860:

Players vanished?

in WvW

Posted by: TyPin.9860

TyPin.9860

I was yesterday evening taking a camp in BL, practicing my shatter abilites^^ As all NPCs were gone 2 warriors came along, who wanted to spoil the fun for me. But they turned out to not really challanging. Having one of them down, he vanished suddenly during the finisher animation. The other one shortly after vanished as his HPs keept dropping.

Now I was a bit confused about that, cuz I didn’t get any reward. They didn’t close the game, was my conclusion. But what did they do? Did a queue pop and they switched map? Did they simply leave WvW? Do those things not result in the same thing (me getting a reward) as if they’d prematurely closed the game?

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WvW Community gets another EotM

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Posted by: TyPin.9860

TyPin.9860

This thread is hilarious. How is it possible to complain about something, one knows almost nothing about. Conclusions drawn from an announcement with just a few general details and a few video scenes.

I’d say, if the rant is justefied, rant. But as of now, we know nothing that justifies any judgement other than the fact that there will be a new map.

[ROSE] – Fissure of Woe
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EotM makes GW2 a pay to win concept

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Posted by: TyPin.9860

TyPin.9860

I am rarely playing in EotM. It never was fun, because I don’t like PvE very much. The few experiences I had made me question the mentality of all the karma trainer zerglings there. But that’s just me. I certainly cannot judge the right way something has to be played.

But this is, imo, part of the reason, why we are, where we are. Granted that what you said is actually accurate. In EotM you don’t wanna be left behind, wanna get the most loot, wanna get instant rewards. This is fine, if you want that, but this is why you’ll never see organized resistance to a huge blob or even fair play. Why don’t people go play in “real” WvW? I am sure everyone’s server can use everyone. Balance chances to EotM are even more unlikely than to the rest of WvW. And they already say, that the “competitive” part of WvW is not supposed to be balanced. This is how it was announced from the beginning (even pre release). What makes anyone think, that they will implement some balance changes to EotM ever.

[ROSE] – Fissure of Woe
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EotM makes GW2 a pay to win concept

in WvW

Posted by: TyPin.9860

TyPin.9860

It is EotM. No matter the devs intention. Rarely anyone cares about balance issues on this map. It’s for farming and more farming and some additional farming. Plus, you can farm really well there.

Or if you wanna feel as a great roamer. Roam a bit, you will find so many players with karma train experience only and/or zerg builds, making them often no competition in a roaming setup. So here you can easily 1v3 and win the fight. Just stay away from the blobiness of the map^^

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

A way to deal with wvw trolls

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Posted by: TyPin.9860

TyPin.9860

How about introducing a justice system in WvW. Players can target other players and report them (there could be several options, as for what to report the guy). When that player was reported several times, he will be tagged as criminal. There should be certain requirements for that:

  • high number of different players reporting the suspect (to avoid exploitation of the system)
  • reports can only be done by players from the same server
  • reports must be from different times (or even days?)

Other players can join a justice force. Let’s call it inquisition (yes, I know, very original^^). There are requirements to be in the inquisition, such as not being tagged as criminal yourself.

The Inquisition works like a guild. Meaning, you must join the inquisition guild and show tag. That allows you to have a notification, when a criminal player is on the map and you can go to hunt this person (alone or with party). They won’t see where he is, but might as well work together with the server to find the criminal. Once he was found the inquisition can initiate combat, making that player hostile to the inquisition to defeat him. Once defeated he will be trapped in some kind of prison (in WvW only) for the remainder of the match.

This won’t give any reward to the inquisition. But on a board at spawn you can see which inquisition player killed which criminal. You might want to reward him yourself, being now free of the troll or report the inquisition member yourself, if you suspect foul play and system abuse.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

Power vs Condition when roaming

in WvW

Posted by: TyPin.9860

TyPin.9860

My 11 stacks of torment as condi shatter says you won’t run away…

U first have to hit those shatters and the conditions won’t usually stay that long. I personally had a hard time making a shatter condi build work in WvW.

[ROSE] – Fissure of Woe
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Power vs Condition when roaming

in WvW

Posted by: TyPin.9860

TyPin.9860

I see there are many different opinions/experiences hopping around

I can see, why condition is considered easy and very strong for 1v1. However, I think most condi specs can be outplayed (some excluded).

For me there is a simple reason, why I stay with power. As a roamer, you not only want to destroy players, but also possibly siege or join here and there a zerg fight from the side for some loot bags. That is almost impossible for condition I think. Also the other day, I managed to intercept and kill some of the reinforcements for the enemy zerg. Don’t think I could have accomplished that with a condie build, where they have more time to reach the zerg and be free of condition worries

Also: power is more fun and it feels so rewarding to burst your enemy down xD

[ROSE] – Fissure of Woe
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Scout mode?

in WvW

Posted by: TyPin.9860

TyPin.9860

I just had a quick idea. Maybe its rubbish, but I am sure you guys will tell me, if its so.

I was thinking of a scout mode:
When not more than 4 other friendly players are withing a certain range, you would get a boon representing a scout mode, awarding you with some magic find bonus and such. That might create some incentive for roamers and such to do their work. Or maybe it simply works the other way around and you would have that boon by default. If you run with a zerg though, it would be removed.

What do you think?

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No White Swords. Fights Dwindling.

in WvW

Posted by: TyPin.9860

TyPin.9860

Winning and fighting to win is fun for me. Even when I lose. One, who plays a competitive game mode, should be able to see that.

Ofc winning is more fun than loosing. But the way to victory or loss, the actual fighting and competing, strategizing and applying tactics, that’s the fun. And if your commander regularly appreciates and thanks you for scouting, I am very happy. When you have managed to delay enemy attacks until your zerg arrives, then it feel like you had almost single handedly defended against that zerg. When you manage to antizipate enemy movement and intercept them in time, so they won’t get your camp, they won’t even see it^^, then it is a great feeling, that I could never get from loot bags…

EDIT:
Even when you loose, and it was close, it feels good and you know what to improve, on what to focus more next time. I am only a casual player, with often long breaks between my active game times. But when I am online, I so really much enjoy roaming and scouting on an active map and trying to antizipate my enemies next steps.

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(edited by TyPin.9860)

No White Swords. Fights Dwindling.

in WvW

Posted by: TyPin.9860

TyPin.9860

To have fun ? oh wait no… we must win the week because is so much important, much yes

WvW is a competitive mode. The aim for the servers is to win the matchup. This is the design of WvW. It has its flaws, granted, but the developers focus on the aspect of actually winning. If you don’t like that, than it is not the game(mode) for you.

Personally I think that WvW for roamers becomes way more engaging, when you try to work together with your server and secure a win, rather than doing your camp capping rotation.

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Daily WvW land Claimer - misleading name

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Posted by: TyPin.9860

TyPin.9860

That is funny…

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No White Swords. Fights Dwindling.

in WvW

Posted by: TyPin.9860

TyPin.9860

Sitting in towers? Why? No. You know that there are only so many ways in WvW, where a zerg can run through. Often they use the same standard routes. Go there and you can spot enemy movement so very easily. Even follow the zerg around and give the commander a more detailed report on their movements. And then you can be even there for the fight, collecting even some (or in some cases a lot) loot backs^^

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

Power vs Condition when roaming

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Posted by: TyPin.9860

TyPin.9860

I was once a fan of the condition necro roaming: FEAR MEEEEEEE MUHAHAHAHAHA

But after a longer break, I am now running as a Mesmer with a double ranged power shatter or a melee power shatter setup. And with some practice I have the feeling I can beat anything. I make it my challenge to use no or just one condition removal (arcane thievery).

Here is my impression of how the dynamic with conditions and power builds is, when roaming in WvW. While condition builds are powerful and can kill you very quickly, I have the feeling, that they can be countered very well. Even if your opponent is skilled and experienced. Once you have seen past his build, there is not much he can do (even if you have only one long cool down condition removal). While for power builds, say other shatter mesmers, it is often skill as well as adaptive tactics (and luck) in a way more fast paced fight, that decides who wins the battle.

How is the impression of other roamers? Do you think one, condition or power damage, is superior? Or do you even go with a mix of it?

And please refrain from: “this or that is OP”. It is most likely not. There are certain troubling troll builds, that need very specific strategies/tactics to be countered. But that is not the norm when roaming in WvW… at least from what I have seen

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

No White Swords. Fights Dwindling.

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Posted by: TyPin.9860

TyPin.9860

There are many tells for roamers, as to which camp is going to be attacked. Which camp does one need for upgrading towers/keeps? How is the situation with other camps? Is the tick close? Which fortification is under attack? Granted, those tells work mostly in prime time, when there is much action in WvW.

Don’t run blindly and cap all the camps you can find. Try to think about strategy. It happens often that smth like SM is being lost, because the supply didn’t come in…

I often intercept enemy troops on the way to the camp. The problem is often, that too less people do care about the camps and just follow the commander tag (and then they don’t follow it close enough ).

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Regeneration is a liability for Necro

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

Why not just give regeneration an additional effect?
Lowers DS degeneration by 33% or something like that.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

"Network Error"

in Account & Technical Support

Posted by: TyPin.9860

TyPin.9860

Having the same issues. Logged into GW2, bought myself a torch and a sigil of energy. And then I went to Lornar’s Pass and got stuck in the loading screen until it kicks me out.

The game waits aprox 30 sec. in MapLoadState: STATE_SERVER_WAIT. And then kicks me out with the error code: 5:11:3:159:101

I tried with another character the same portal from LA to Lornar’s Pass. And it worked. But my Main Character is still stuck in the STATE_SERVER_WAIT-Limbo.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

[Game] Build Your Own Runes

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

55HP-Monk rune

  1. +5% boon duration
  2. +5% boon duration
  3. +5% boon duration
  4. your maximum HP are always 55
  5. +5% boon duration
  6. as long as you have a boon, you can only loose 10% of your max HP per hit or condition tick.

(sigh), all those memories

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Nerf medi Guard sustain or burst

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

I allways liked the medi guatd build. I liked to fight it and I liked to use it myself. It one of those builds that show skill imho. If the guard is good, he will be strong with this build, if not, he will fail horribly. But I have not fought yet a medi guard after the patch, so I cannot tell if any change impacted in a certain way. But I could imagine the change to renewed focus would be a quite welcome change

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

Open Letter to the developers

in WvW

Posted by: TyPin.9860

TyPin.9860

On my power lock down build with mesmer I have fairly often interrupted thieves while powder jumping as they want to get away. 1v1s are already quite easy against the common thief player for me (not talking about common sPvP thieves, they are another story^^). And I usually roam with a friend, who plays often condition necro. So that one daze/stun that interrupted the thief often proves to be deadly^^

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What is your favorite skill in the game?

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

Decoy (for its many possible applications) shortly followed by Blink

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Who won the Skill Bar Previews?

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

Saying the guard medi build is OP is funny to me. I never worry about guardians in my build construction. If they are good, they will be a challenge, if they are bad they won’t. Medi guard imho is fine as is (we’ll see how the buffs apply after patch) and this should be the balance all professions should be a part of. For medi guards skill, not build, wins.

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medi guards replace warrior

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

Mesmer aren’t a race

Mesmers will be getting a fix and a weird buff. But yeah, that will hugely impact balance.

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Commander Tag Changes Feedback [merged]

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Posted by: TyPin.9860

TyPin.9860

+1 for rainbow

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[Mesmer] Mender's Purity

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

Imho mender’s purity is in no need of buffing. It is a very very strong trait already, but, regarding PvP, it doesn’t synergize well with most builds and often require to go extra 2 points in inspiration. It shouldn’t be any stronger, unless you want all mesmers to use that trait.

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[Warrior] Merciless Hammer

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

Warrior simply should not have access to boon removal outside of gear choices. This is the only potential weak spot warriors have (depending on build it has more or less impact) and it should remain that way.

[ROSE] – Fissure of Woe
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Torment Build?

in Mesmer

Posted by: TyPin.9860

TyPin.9860

This is my standard WvW/PvP condition setup:
Roling

For torment I would edit it the following way:
Torment

It is quite similar to your idea. However, I could not live without Mender’s Purity. Also energy signets, especially on condition builds, help mesmers very nicely.

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signet of rage passive stop adrenal decay

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

@Kirby.9138:
That’s why I suggested signet of furry.

[ROSE] – Fissure of Woe
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One time blocks and stun/dace

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

hm… I will monitor it further. If maze 3 is really that quick, then there is a chance that I really missed it. Thanks for the insights guys

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signet of rage passive stop adrenal decay

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

I find the idea interesting. But I would prefer this effect not on signet of rage. Because it is a signet many already use because it already is very strong. However, I could imaging this effect on signet of furry. I see the furry signet not used that often so this might just increase build diversity.

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One time blocks and stun/dace

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

I was thinking of that possibility. But the mace dazes seemed to come consistently through my blocks. I tried to check signets and buffs and I believe not all maze warriors used that signet.

[ROSE] – Fissure of Woe
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One time blocks and stun/dace

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

Maybe I am mistaken, but I have the feeling that many stun/dace skills still get through my one time block skills like Illusionary Counter or Illusionary Riposte. Those skills can be quite strong, don’t misunderstand me. But what is the point of a block, if I can’t avoid being stunned from an attack that I have blocked already. The problem doesn’t occur with every stun. Hammer burst stun can be blocked for instance. But the stun from warrior mace always hits me. Also thief tactical strike seems to always daze me.

Illusionary Counter is one of my main damage sources on my condition mesmer build and it already works fairly unreliably. With stuns/daces hitting through my block the torment doesn’t seem to be applied to the target.

Do others have the same problem, or is it just me. There is still the possibility that the warriors for instance used unblockable attacks via signet, although I am quite sure, that wasn’t the case in all situations when stuns/daces bypassed my blocks.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

@Poplolita.2638:
Lol, I keep discussing with you, because you initially disregarded my arguments just because you claimed I wouldn’t know the difference between a buff and a QoL change. You basically disregarded my words with a definition, that has no impact on the change itself. It only indicates the intention of a change.

You on the other hand made it appear as if such definitions would effect the actual balance. Both a QoL change, same as a straight out buff, can effect balance. There is a clear difference in intention, so far I agree. Like you said, adding visible information, removing exploits or bugs and such. However, such fixes can turn out a straight out buff. This is why the name of the change doesn’t matter.

The only thing you did is adequately meeting my rather trollish post about the “if it’s not that strong anyway, why do you want it”. However, your differentiation between buff and QoL makes only a notable difference in intention and doesn’t really say smth about resulting balance.

Your “2 year necro history” anecdotes are also not really an argument I can take seriously. They make your own frustration obvious, okay, but nothing more. I like to play necro myself (2nd to my main mesmer) and I know the DS issues first hand.

Also, your arguments don’t say why DS interactions wouldn’t be OP. They say why you think they wouldn’t be OP (same level as difference between buff and QoL talks). But to address it:

  1. Yes, stability can be ripped, but reapplied 7-10 seconds later after leaving DS. This issue is the same now and does only scratches the potential DS interaction effects.
  2. This is one of the parts that needs testing imho. Personally I have the feeling to have a huge LF intake once the match – jotjoin and soloQ, and in WvW LF isn’t an issue anyway – is on its way. It can be limiting if you are under huge fire ofc; this is a discussion about very situational… well… situations. That’s why testing it would be required.
  3. Everyone has to watch his/her position. Results in the same situational issue as the 2nd point.
  4. well… really? They might make stability unrippable…
  5. The trait is unpopular. However, with DS interactions it might just be a way to go. I know several necro condition dmg builds who like to use that trait. Also, the stability through traiting is not the only issue arising with DS interactions.

All in all it comes down to testing it. I am not sure myself, if DS interactions will be really that strong (as already mentioned). That’s why I pointed in several posts to the need of testing it.

P.S.: I hope we now finally get rid of the subtle personal attacks… Also, I chose to not address your troll part… not sure why you included it anyway in your post.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

[PvX] Feedback 8/8 Skill Bar - Warrior

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

@life force vs adrenaline:
If a necromancer escapes a battle, he most likely used a big portion of his life force to accomplish that. I would say it is uncommon for a necro to escape a battle – if at all – with 50% life force. It would be more around 0-20%. If a necromancer faces a warrior, both with 0 adrenaline and life force in commonly used builds. Then the warrior is at an advantage. His adrenaline fills way way faster and if he is good, he can even deny a big portion of life force gain for the necromancer.

In such a scenario it is possible to prevent the necromancer from using its class mechanic. This is a common issue for any necromancer starting a PvP match. However, many circumvent that by using for instance flesh worm and killing it at the beginning of the match to gain some life force. With this initial life force, a fight can start of way more balanced. Some builds however, who use DS as a big part of their power damage might still be at a big disadvantage.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

@Poplolita.2638:
I don’t care it its a buff or not. Such definitions are meaningless. I care how balance is effected. And interactions in DS can effect balance (also, if supposedly QoL change effects how hard or easy it is to execute certain tactics, then it also can effect balance). DS interactions would not only allow ressing and stomping but also communing, using siege and such things. That is not only a tool tip or visible information change.

You seem not ready to really discuss the issue but rather stay in your world of definitions. And DS interactions, as mentioned, are definitely more than just adding some information.

[ROSE] – Fissure of Woe
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[PvX] Feedback 8/8 Skill Bar - Warrior

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

@Arcades.4689:
You seem to think that adrenaline and lifeforce are similar resources. They are but similar only in the sense of filling up a bar. Other than that it works so very differently.

However, in DS life force already decays at a constant rate. And DS is the form where lifeforce is used in. So in the moment when it works similar to adrenaline (powering up attacks and support defensively) it is already close to your demands. To make DS decay for necromancers out of combat would mean leave them potentially defenseless from one fight to another. That would spell certain death in most situations, while warrior still has access to potent defensive utilities, necromancers rely often on DS for damage mitigation, interrupt of burst combos lead by CC and so on. You should play necro yourself, to get a feel of how DS and life force management actually works.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

@Poplolita.2638:
You may think there is a huge difference between a buff and a QoL change. But there isn’t. What you explained was how DS came to works as it works atm. That is no justification for any change; the actual balance is. And as I have already mentioned, the ability to interact in DS with your surroundings might not have such a strong impact, as I think it would have. But this is up to actual testing.

You demanding DS interactions as a QoL change means nothing. You want a change to DS that can turn out to be a buff. Hiding behind such rather meaningless definitions says nothing about the actual impact of a change.

This is the reason why I did not want to have a discussion with you. You only deserve 2 sentences.

You mean you don’t want someone to speak out a different opinion like your’s? To me you don’t make yourself very clear.

My concerns are that DS interactions might effect game balance in a negative way, because of the low cool down of DS. As far as I understand your counter argument is, that it is a QoL change. So you meet concerns with a definition. The actual balance doesn’t care, with what intentions a change was made. It only “cares” about how stuff actually works. There are other counter arguments to my concerns, such like short cool down stealth skills and such already available to other professions. But it being supposedly a QoL change instead of a buff doesn’t change in the end how it works.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

@Poplolita.2638:
You may think there is a huge difference between a buff and a QoL change. But there isn’t. What you explained was how DS came to works as it works atm. That is no justification for any change; the actual balance is. And as I have already mentioned, the ability to interact in DS with your surroundings might not have such a strong impact, as I think it would have. But this is up to actual testing.

You demanding DS interactions as a QoL change means nothing. You want a change to DS that can turn out to be a buff. Hiding behind such rather meaningless definitions says nothing about the actual impact of a change.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

[PvX] Feedback 8/8 Skill Bar - Warrior

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

I like the adrenaline depletion on burst change. Forces warriors to think about their burst a little bit instead of just mashing that button on cool down.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

My dad bought a bar....

in WvW

Posted by: TyPin.9860

TyPin.9860

Holy crap do you like to pick out things and twist them around. In the very same post that he stated he only wins about 30% of the time he said he mains a necro. Sounds like you are the one that has a hard time comprehending what they are reading.

First, maining necromancer and winning 30% of the time, doesn’t mean winning with necro 30% of the time. That is a false conclusion. It can be suspected though, however, it wasn’t said by Tyeme.6589. You jumped to conclusions, before thinking through what was said. Its not a crime, but you seem not to be ready to accept your error.

And it only sounds like I’m contradicting myself when you pick out the post without showing what it was replying to. I could have said I don’t attack everyone and everything but I was using his words to make a point.

I would go deeper in this discussion. From my point of view the contradiction is self evident. However, this doesn’t contribute to the topic. So I’ll drop.

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Skyhammer

in PvP

Posted by: TyPin.9860

TyPin.9860

Uh, u used the word “exploit”, when the whole map is filled with “features” clearly.

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My dad bought a bar....

in WvW

Posted by: TyPin.9860

TyPin.9860

He indeed never ever in this thread said he’d win only 30% of his fights with his necro. If you both can’t see that, than you’re either not able to comprehend such information or simply are ignorant to his post.

I probably only win somewhere around 30% of my 1v1’s (some classes win more than others). This does not count the many thieves or mez who ran off. I don’t count any of the times where I was defeated in my hacking observations….I was to busy fighting to really observe.

It helps if you read more than just the opening post….

I had read the whole thread up until my post you quoted. It is good that you bring forward the disprove of your statement yourself. After the evidence you brought up here I stand by my statement that he never ever said in this thread he’d win on his necro only 30% of his fights. Its a simple issue of being ready to comprehend information.

EDIT:

I don’t attack anyone and anything, I attack when people say something stupid like roamers= hackers.

You should take your own advice and read not only one post. He said, for his own reasons, that he thinks “hacker”, when he hears “roamer”. He had argued that with his own experience. And even when I disagree with his assessment, neither I nor you really can know if the guys he saw are hackers or not. He might not know either, but this is an issue of different experiences only. The more I read your posts, the more I think you are just ignorant to other experiences.

Also, you post contradicts itself already in the one quoted sentence…

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(edited by TyPin.9860)

Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

There is supposed to be counterplay to LF gain, that way the enemy actually has a way to avoid your sustain. That is why sustain tends to be tied to skills that have counterplay, or AAs that can be avoided in some way. But simply putting it on every single ability base is too much.

How do you avoid warrior from getting Adrenaline then? They use it for sustain, next to attacks, as well (see: cleansing ire).

Also, who said that there is supposed to be counter play to LF gain? Is that an official ANet statement, or just simply the case as of now?

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Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

@Tadsoul.6951 & Poplolita.2638:
Thanks for the explanation Tadsoul. However, I am well aware of the difference between QoL and a buff (still, to draw the line between them is often a matter of personal preference and not that objective). I have explained that I find the short cool down potentially problematic, if you’d be able to interact during DS. Thus, it must be tested, if such a change really effects the game play in a negative or positive way.

I agree that some professions have access to short cool down stealth. This is indeed a valid argument, for their stealth allows relatively safe stomping.

However, it must be decided if we treat DS, if interactions were possible, similar to stealth. Meaning, should it be possible to commune during DS in PvP for instance? Should a necro in DS be able to contest cap points and such? I am not suggesting to treat DS similar to stealth (before someone jumps to early conclusions) I am just pointing out potential balance issues.

However, unlike some people (looking at you Poplolita), who try to get away with troll posts, I am trying to consider the consequences of certain implementations. It doesn’t mean that my concerns are correct, but the “do you even play this or that?”-tactic of discrediting someone’s position is childish and has no place in a constructive discussion.

Btw, for the off chance that Poplolita is ready for a serious discussion, I’ll answer the question. I play mainly mesmer, seconds most played professions is the necromancer, both in PvP and WvW.

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Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

But if there are enough minions around to die, or if you used your DS to stomp foes, you’d have already a good life force influx, allowing you to get a very good defense on a short cool down and still be able to interact with the environment.

You do know that necros dont gain any LF on deaths around them while in Ds, dont you?

Then you just leave DS (if interaction during DS was a feature and DS wouldn’t interrupt actions) just before stomping to gain that life force. It doesn’t really contradict my point of view.

However, for the rest of your post, I agree with you. It is a bad design. No other profession is punished like that by using their F1-F4 ability. I also think it wouldn’t be a big deal, if life siphoning would be possible in DS. Atm life siphoning traits don’t do that much and a siphon build won’t be very competitive anyway. DS and life siphoning synergyzing might just make such builds competitive.

EDIT:
@Poplolita.2638:
That is a very cheap way of contradicting a person by not wanting to explain yourself. And you don’t take my opinion seriously? I see we have constructive criticism here.

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(edited by TyPin.9860)

Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

It seems that many are saying DS stomping/ressing via lag exploit is already weak/insufficient to contradict my claims it would be overpowered if it was a feature. If it is so weak, why do you want it as a feature anyway? If your argument would be a true representation of the gameplay, and I am not saying it is, then any demands of wanting DS interactions seems pointless or just a niche issue.

Of course DS interactions (as stomp/ress/commune and such) wouldn’t grant immunity. However, they would still grant a very good defensive ability while interacting on a short cool down of 7 or 10 seconds. The short cool down would be limited by life force generation of course. But if there are enough minions around to die, or if you used your DS to stomp foes, you’d have already a good life force influx, allowing you to get a very good defense on a short cool down and still be able to interact with the environment. That short cool down is the reason why I’d find it a bit strong.

All the examples you guys hold for comparison are on a long cool down. DS is not.

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Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

As explained, I am not using this exploit (nor the trait). I just know that often I wished that I could res someone or stomp when I was in death shroud. Especially in chaotic fights on a cap point in PvP. If its that horrible though, why bother to change it anyway?…

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Why are Mesmers moaning?

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

In WvW the Mesmer currently only has two uses:

1. Veilbot
2. Portalbot

That is the extent of their effectiveness in WvW.

Now if only phantasms weren’t nerfed back then into suddenly requiring LoS.

I’m glad you guys have some actual effectiveness in WvW, unlike Ranger which has 0 ability in a zerg. I have a feeling if they fixed all of the Mesmer’s bugs you guys would probably go up to the “in a good place tier” since some of the skills would be incredibly powerful without those bugs.

Well, you have a spot for 2-3 Mesmers. It almost doesn’t matter how big the zerg is. You even hurt zerg dmg output, if the numbers of mesmers relative to the rest of the zerg becomes too high… Of course the mesmer has a defined “role”. But seriously, it feels kinda demeaning sometimes. I once asked the Zerg commander, if he wants me to run pure glamor, or glamor/shatter with boon stripping or pure shatter with boon stripping. The answer was something like: “Don’t care, take portal and veil”…

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Breakdown of GW2 balance

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

Actually, no matter with what I play, the only thing that annoys me are Hambows. They are not necessarily overpowered. They simply are strong by design against everything. I met some very good hambows and some weaker ones. But I never met one, that I could run over, no matter if I go with necro, warrior myself, guardian or mesmer. Of all other professions I met players, who sucked. But hambow warriors seem to be strong by design or no hambow warrior I met sucked (latter I find unlikely, still possible).

From my experience they have virtually now weaknesses when it comes to the conquest game mode. Even if theoretically they have not that high of an armor and could, if played perfectly, outconditioned, in practice they are ridiculous.

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Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

But all of these have a longer cool down. And life force can be regained fairly quickly in my experience, even if you not specifically build for it. Especially in a team fight situation.

EDIT:
However, as I said, I am not really sure if it would have such a big impact. It would have to be tested…

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Fix deathshroud first

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

There is a difference. Atm, as you say, DS interactions are an exploit. Exploits are forbidden unless you want to get banned. They are, as far as I understand it, not wanted by Anet. Thus, I and several necros I know don’t use that exploit. Implementing it as a feature would drastically change the impact of DS interactions, because then everybody be able to do it just like that. It would change a big part of casual player experiences. Don’t know if necors use it in official torments. But it being an exploit would than get them banned, because it would have been recorded and official…

I agree. Lets make sure the class without notable team utility is prevented from having a strippable boon – that doesn’t last the full duration of the stomp – so that they could contribute to team fights and take advantage of their otherwise flashy but not fully useful grandmaster trait. Definitely.

Your sarcasm aside, I did not call for it not being possible. I just pointed out, that it is not a feature yet but a bug/exploit. Personally I’d find it too strong to be able to interact in death shroud with the surroundings (read — stomp/ress/commune/etc.). But that is just my opinion. Of course your are entitled to your own.

What about it makes it too strong? The class is considered below average in most situations. I don’t see having some stability during a stomp being too strong at all, especially for a class with no notable niche besides boon stripping which isn’t all that strong with boon spam.

Some stability wouldn’t be a problem. I mean you have that already. You can switch in and out of DS and, if traited, you get some stability. With the right setup it’s enough for a stomp.

However, you are still vulnerable to damage this way. If you’d be able to ress in DS, then you could inna team fight setup your necro ress everywhone who is downed. He simply changes into DS, he could even fear an attacker away while he resurrects his ally. And he could do this ress around every 10 seconds. I have no real knowledge of the impact of such a mechanic, because it doesn’t exist atm. But to be able to ress allies relatively safe with such a short cool down seems a bit broken. Of course this is a total hypothetical discussion and, for the lack of data, I can only go with my gut here.

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