If you do the math using the calculators, statistically the difference on a berserker gear (weapon + trinkets) ascended vs exotics is ~ 6%. in Condition gears the difference is way less!
IMO the difference is quite neglectable for the rage we see in the forums towards Ascended gear (i have full exotics and i do just fine).
I’m more worried about players don’t using any consumables that boosts way more the damage than the said gears!
/cheers
I love how you give absolutely no justification for this claim at all, then continue on to bash others for disagreeing and asking for “data”. Ironic at best or plain hypocrisy, you can choose.
The difference has been looked at for the currently available ascended gear and there is quite a difference when actually looking at a build. Here is a post I made back in this thread…
https://forum-en.gw2archive.eu/forum/game/gw2/Ascended-vs-Exotic-Math/first#post2872409
regarding the currently available ascended gear…
I will be looking at a Thief with a backstab damage build.
20/30/0/0/20Traits to consider in damage calculation:
Dagger Trainger: 5% damage
Executioner: 20% damage below 50% health
Flanking Strikes: 5% damage when attacking from back/sidesConstants:
Light Armor: 1836 (no added toughness what so ever)
Medium Armor: 1980 (no added toughness what so ever)
Heavy Armor: 2127 (no added toughness what so ever)
Skill Coefficient: 1.2 if hit from the front
2.4 if hit from the back/sideExotics:
When using all berserker and all ruby orbs and a completely damage build for Thief:Weapon Damage: 924-981
Power: 2089 without food buffs or bloodlust or might
3156 with food buffs and 25 might but without bloodlust
Critical Chance: 63.24 without fury or food buffs
66.57 with food buffs without fury
Critical Damage: 86%Standard Damage of Backstab on target without Critical hit: (all will assume max Weapon damage/Skill Coefficient)
Light Armor: No Food Buffs/Might/Bloodlust
Damage: ( 981 × 2089 × 2.4 ) / 1836 = 2,678.835
With Food Buffs/Might but NO BLOODLUST
Damage: ( 981 × 3156 × 2.4 ) / 1836 = 4,047.105What if we critical? Critical Damage is +86% on the normal 150% so we have 236% damage. Without buffs would be…
2,678.835 × 236% = 6,322.051
With Fodd buffs and such…
4,047.105 × 236% = 9,551.168ASCENDED
Same set up only with ascended trinkets, back, ring, amulet and weapon.
Weapon Damage: 970-1030
Power: 2309 without food buffs or bloodlust or might
3376 with food buffs and 25 might but without bloodlust
Critical Chance: 69.24 without fury or food buffs
72.57 with food buffs without fury
Critical Damage: 112%Standard Damage of Backstab on target without Critical hit: (all will assume max Weapon damage/Skill Coefficient)
Light Armor: No Food Buffs/Might/Bloodlust
Damage: ( 1,030 × 2,309 × 2.4 ) / 1836 = 3,108.849
With Food Buffs/Might but NO BLOODLUST
Damage: ( 1,030 × 3,376 × 2.4 ) / 1836 = 4,545.464What if we critical? Critical Damage is +112% on the normal 150% so we have 262% damage. Without buffs would be…
3,108.849 × 262% = 8,145.184
With Fodd buffs and such…
4,545.464 × 262% = 11,909.115Comparing the two:
Exotic with buffs & critical: 9,551.168
Ascended with buffs & Critical: 11,909.115Percentage damage higher? 9,551.168/11,090.115 = 0.861
Then 1 – 0.861 = 0.139 which is…..13.9% difference in damage when buffed and landing a critical hit on a light armor target with no extra defense when welding currently available Ascended items over Exotics.
Also, please note I did not take into account the trait damage multipliers since they are the same with or without Ascended gear.
You can follow the above to figure out any of the other armors types or whatever you choose. I also done this very quickly so my numbers might be a little off, but I do believe them to be accurate.Have fun!
Please note I mistakenly took marginal gain (aka viewing from the top down) at the end when comparing the two critical hits together. I should have looked at the pure damage gain (aka viewing from the bottom up, because that is where we are heading).
Roughly saying, if you are looking at going from Exotics to Ascended Gear (weapons, trinkets, back, rings, pendent) you are looking at roughly a 16% increase raw damage. While viewing it from Ascended to Exotics you only lose roughly 13% of your damage.
Hope this helps and best of luck.
part 1
http://www.twitch.tv/ostricheggs/c/3063173
part 2
http://www.twitch.tv/ostricheggs/c/3063182Part 1 looks a lot less intense than what it felt like playing. Getting hit by a single stun = death as an engi running a half-decent build.
Being forced to outplay people to such an extent is getting very annoying to a lot of players who don’t play easier classes. That’s what this video is about more so than any individual mistake on my part or the warrior’s.
You remind me of the players in the old FA and JQ or Random Arenas in Guild Wars 1.
“This is ridiculous! I was completely speced to handle the most common build of the meta, then this [insert class here] comes out of no where with a different build and destroys me! OP!!!”.
It is called a counter and it is good the game has them. Engineer is not in a bad spot. The Warrior by himself would not have killed you. Take the death and move on.
Also, it is unwise to not have a stun breaker some where on any build… but if you insist on playing a cheese running-grenade build then it is your fault for letting him catch up to you when he has 0 mobility.
@felivear
This isnt at the devs this is for the players
All 20 of them……
Or did another team leave since I last looked? Hard to keep up with everyone running for the door at the same time.
Thanks for the clarification. There wasn’t anything wrong with your percentage, I was just stating it because I tend to find easier to see how much I would gain.
I agree the difference would be lower on auto attacks, though these gains as a burst/spike damage don’t seem trivial at all, if I’m reading it right.
It is not trivial. More so now than it will be in my opinion. Without the extra base armor from the Ascended Armor the extra weapon damage is kind of outrageous. If you think you were getting burst down before wait till you get hit with a Thief or Warrior in all Ascended gear.
This is the main reason I have stopped playing the game. There was no need for a new tier of gear (more so over when you think about how they sold the game in the first place).
Even when Ascended armor comes out, the base armor will not scale as well as the damage does. This is the reason why Warriors are not as good as bunkers as Guardians. The high health/armor does no good on these extreme damage builds. The only reason why bunkers are a thing are due to the excessive boons in this game (like the guardian). High base numbers mean squat when you can pop out a boon that does more than 2800 armor.
All in all, they advertised/sold the game the way it should have been made then doubled back on what they said/developed.
They sold the game as: Powerful short term boons/conditions, skill dependent fights, only progression is visual progression after obtaining exotics which are easy to obtain at 80.
They currently have 0 of those in the game at the moment. Boons/conditions last entirely to long and are far to accessible. There is no skill involved when you can constantly spam skills and dodges because you literally never run out of them on 6 of the 8 classes. There is visual progression but it is tied to the stat progression that they sworn up and down for 2 years would never be in the game.
Anywho, that is my rant for tonight.
What if we critical? Critical Damage is +112% on the normal 150% so we have 262% damage. Without buffs would be…
3,108.849 × 262% = 8,145.184
With Fodd buffs and such…
4,545.464 × 262% = 11,909.115Comparing the two:
Exotic with buffs & critical: 9,551.168
Ascended with buffs & Critical: 11,909.115Percentage damage higher? 9,551.168/11,090.115 = 0.861
Then 1 – 0.861 = 0.139 which is…..13.9% difference in damage when buffed and landing a critical hit on a light armor target with no extra defense when welding currently available Ascended items over Exotics.
The critical damage from changing from exotic gear to currently available ascended gear increased by ~16% (11,090.115 / 9,551.168 = 1.161 => 1.161 – 1 = 0.161).
You got an extra 2.3k damage (11,909.115 – 9,551.168 = 2357.947) against a light armored foe.Is my sense of scale off or is this actually a trivial amount?
That is correct. Sorry about flipping the fraction. The pure damage gain is roughly 16% while the marginal gain going from ascended to exotic is 13% >.>. As in, your damage is now 16% higher from what it previously was going from exotic to ascended, but looking backwards from ascended to exotic you only drop 13%.
Thanks for the correction.
But also note, this is on a high damage coefficient skill. On auto attacks the numbers will be much lower.
Edit: If you want to see some big numbers do it with the Warrior Skill Coefficient for Eviscerate xD. 3.0 multiplier (at max adrenaline, not to mention more damage percentage traits). Plus, higher weapon damage sitting at 1,100. Fun stuff..
(edited by Vanthian.9267)
I will be looking at a Thief with a backstab damage build.
20/30/0/0/20
Traits to consider in damage calculation:
Dagger Trainger: 5% damage
Executioner: 20% damage below 50% health
Flanking Strikes: 5% damage when attacking from back/sides
Constants:
Light Armor: 1836 (no added toughness what so ever)
Medium Armor: 1980 (no added toughness what so ever)
Heavy Armor: 2127 (no added toughness what so ever)
Skill Coefficient: 1.2 if hit from the front
2.4 if hit from the back/side
Exotics:
When using all berserker and all ruby orbs and a completely damage build for Thief:
Weapon Damage: 924-981
Power: 2089 without food buffs or bloodlust or might
3156 with food buffs and 25 might but without bloodlust
Critical Chance: 63.24 without fury or food buffs
66.57 with food buffs without fury
Critical Damage: 86%
Standard Damage of Backstab on target without Critical hit: (all will assume max Weapon damage/Skill Coefficient)
Light Armor: No Food Buffs/Might/Bloodlust
Damage: ( 981 × 2089 × 2.4 ) / 1836 = 2,678.835
With Food Buffs/Might but NO BLOODLUST
Damage: ( 981 × 3156 × 2.4 ) / 1836 = 4,047.105
What if we critical? Critical Damage is +86% on the normal 150% so we have 236% damage. Without buffs would be…
2,678.835 × 236% = 6,322.051
With Fodd buffs and such…
4,047.105 × 236% = 9,551.168
ASCENDED
Same set up only with ascended trinkets, back, ring, amulet and weapon.
Weapon Damage: 970-1030
Power: 2309 without food buffs or bloodlust or might
3376 with food buffs and 25 might but without bloodlust
Critical Chance: 69.24 without fury or food buffs
72.57 with food buffs without fury
Critical Damage: 112%
Standard Damage of Backstab on target without Critical hit: (all will assume max Weapon damage/Skill Coefficient)
Light Armor: No Food Buffs/Might/Bloodlust
Damage: ( 1,030 × 2,309 × 2.4 ) / 1836 = 3,108.849
With Food Buffs/Might but NO BLOODLUST
Damage: ( 1,030 × 3,376 × 2.4 ) / 1836 = 4,545.464
What if we critical? Critical Damage is +112% on the normal 150% so we have 262% damage. Without buffs would be…
3,108.849 × 262% = 8,145.184
With Fodd buffs and such…
4,545.464 × 262% = 11,909.115
Comparing the two:
Exotic with buffs & critical: 9,551.168
Ascended with buffs & Critical: 11,909.115
Percentage damage higher? 9,551.168/11,090.115 = 0.861
Then 1 – 0.861 = 0.139 which is…..
13.9% difference in damage when buffed and landing a critical hit on a light armor target with no extra defense when welding currently available Ascended items over Exotics.
Also, please note I did not take into account the trait damage multipliers since they are the same with or without Ascended gear.
You can follow the above to figure out any of the other armors types or whatever you choose. I also done this very quickly so my numbers might be a little off, but I do believe them to be accurate.
Have fun!
This thread is about pie now. You are going off topic. :I
I apologize, but I am more of a cake person anyway.
A legendary still requires a lot more effort due to the gift requirements.
Materials for a legendary are not time gated, yet. You can farm that stuff at the moment.
The hard part about a legendary is the pre-cursor at the moment.
Fixed that for you since Anet is continually practicing the policy of making their game the best it can be at making the players grind. In a game that was originally sold and advertised as a "no grind" game with horizontal progression like Guild Wars 1, instead of Vertical progression like every other mmo. Guess if you hate other mmos you will hate this one to.
Kwll,
It seems that you take it seriously enough to read and post here…
I only read them to see the disillusion in the eyes of sPvPers.
Seriously though, most of the NA pros left a long time ago. There are not many “good” players left on the NA side and those that are left are trickling out the door one by one.
Is the bleed on crit not worth it?
I find this a very good question. I’m using right now the superior sigil of earth on main hand sword and if we change into the new incoming dire stat combo the sigil would be bad and probably replaced by something else. Also the crit will drop a lot probably on 9%-10%. What do you think, are these 2 things (missing earth sigil and “Precise Strikes” trait with low crit chance) going to harm the DPS a lot?
To be quite honest, if you run the new dire set up you could easily boost your damage by replacing your “Sigil of Earth” with a “Sigil of Doom” then on the offhand use a “Sigil of Agony” (for sword/sword). On Mace use the condition damage stacking sigil and on shield use poison.
With “Fast Hands” you can proc the doom sigil every 5 seconds (which is its cool down).
The above linked build is almost identical to the one I use in sPvP, and posted on the forums, except for the shield, runes, and two offhand sigils.
Edit: Fixed offhand sigil for sword.
(edited by Vanthian.9267)
It is due to all the skilled players leaving and not many people are left to play the skilled builds.
Thus we are left with the “face roll” meta that is Guild Wars 2 and, very sadly, will continue to be so as more and more players leave.
With all the real pros leaving 3 months after launch and now the “Pros” of this age are starting to stagger out 1 by 1 we will see ever more face roll and less innovation.
Yet again the quick to judge the forest to miss all the tress Thief defense comes out to play.
The problem with stealth stomping is not stealth in general, you are correct in that, but there is a huge problem with the EASE OF ACCESS to stealth. That is the problem.
As most of the fail Thieves have done in this thread, you can list all the invulnerability and stability skills in game if you want but the fact will remain that stealth stomp is by far more accessible, easier to do, and cost no where near as much to do (in terms of cool down and important skill use).
Start off with the typical argument turn too; the dreaded Elementalist “Mist Form” stomp. The Elementalist will have to save this skill just for the end of the battle to start with, while the Thief will have 0 problems with having “Black Powder” ready or “Cloak and Dagger” (+10000000 to Thieves).
The Elementalist skill has a actual cool down attached to the skill to make sure no spamming is involved with it, while the Thief can use “Black Powder” or “Cloak and Dagger” whenever they want (don’t give me the horrible, but it cost initiative bs, I have played Thief and there is no problem with initiative management. In fact, it is far to easy, so +2 or +3 to Thief).
Elementalist while in “Mist Form” can not be hit by anything, while the Thief can be hit by an AOE or UN-TARGETED ATTACKS while in stealth (a slight +1 to Elementalist but only if there is more than 1 person, if it is 1v1 it doesn’t matter as nearly all downed state ccs and general attacks require a target).
The fact remains, a Thief can stealth stomp countless times over what a Elementalist can “Mist Form” stomp, Warrior “Stability” and “Endure Pain” stomp, Mesmer “Distortion” stomp, Engineer “Elixir S” stomp, Guardian “Stability” stomp, etc etc.
This does not even bring into account the Thieves ability to start a stomp and shadow step away and back to finish the stomp to out range a cc.
To sum up, nothing is wrong with stealth stomping.
The problem lies in the heavily noob friendly stealth spamming this class is and will be forever. There should be draw backs for this kind of stealth and there is nothing but incentives in this game. It is broken and very stupid.
oh shut up guys, this game is fine.
Says one of the last 10,000 or so people playing sPvP….. if you even play sPvP o.O?
The most absurd game is played with our hopes for guildwars pvp.
You made me exhale a little quicker than usual, +1.
Then people would complain of doing alot of work for nothing. That is way more unfair. The reward for completing it isnt much better than failing anyways.
Worst logical approach ever……….
A reward is given to those who have actually achieved or completed something. Not to the failures who don’t care to try and achieve.
No reason to try when we can fail and be rewarded for nothing! Yay for American systems!
As a quote from the movie “The Incredibles”:
Bob: " It’s psychotic! They keep creating new ways to celebrate mediocrity, but if someone is genuinely exceptional…"
You get the idea.
But if those sites don’t print guides before the content comes out how will all of these fine people face roll through the new content without thinking!?
How can you ask them to think for themselves! Monster!
Why not use Shield in place of off-hand Mace? The interrupt is on the same CD and you get another block.
For the ranged knock down. Since Warriors have only a select few gap closers’, mace 5 helps with catching up to kiting foes. Also, the shield would benefit from the sigil but the mace knockdown is harder to stun break out of for most. Knock downs/blow outs are hard to recover from due to the animation of getting back up sometimes stopping instant stun breakers.
Just preference I suppose. It is a fun build though. I would suggest giving it a go in hot joins.
Hey everyone, decided I would post my latest build I am using in sPvP since a few people whispered me for it. It is decent for romping around but in no way is it a team build. I would not advise this for tPvP or solo queue tournaments. However, hot joins and WvW you can make a case for it.
Weapons
Sword/Sword—-Agony sigil & Doom sigil
Mace/Mace——Paralyzation sigil & Doom sigil
Runes
sPvP—- Superior Rune of the Nightmare (I would have preferred pereplexity)
Amulet
Carrion amulet with Shaman jewel
Traits
Strength: 20—-Trait: II (Restorative Strength) & VII (Distracting Strikes)
Arms: 10—-Trait: III (Deep Cuts)
Defense: 20—-Trait: II (Dodged March) & IX (Cleansing Ire)
Tactics: 0
Discipline: 20—-Trait: III (Warrior’s Sprint) & VI (Signet Mastery)
Healing Skill
Healing Signet
Utilities
(Note: you don’t have to use these for the build, this is just what I use)
Kick, Balanced Stance, Signet of Stamina
Elite
Signet of Rage
To go along with the awesome meta game we have currently (/sarcasm), this is my condition spamming build.
This build is pretty decent at keeping up poison, bleeding, torment, and confusion if you time your skills right (also to note you can stack vulnerability but with the low power of this build it doesn’t add much).
It also offers four different control skills on a 8 second, 15 second, 20 second, and 25 second cool down. You have one stun (up to 4 seconds), one pure knock down (2 seconds), one daze (1 second), and one push back/knock down (1-2 second-ish). All of which, if timed right, will stack 4 confusion.
You also have two block skills. Counterblow lasts for 1 and 1/2 seconds as long as a melee attack doesn’t land. Riposte lasts for 2 and 1/4 seconds as long as a melee attack doesn’t land as well.
You have mediocre condition removal through Signet of Stamina and Cleansing Ire.
You will die to heavy burst unless you know how to dodge or time your blocks right. Luckily, Signet of Stamina helps with endurance regeneration rate so we get a dodge every 7 seconds instead of 10. You will also gain endurance on using a burst skill (50% endurance or 1 dodge).
Please note, I only took Nightmare because I couldn’t find Pereplexity runes anywhere in sPvP.
I enjoy this build the most on Skyhammer (you can spartan kick people off the edge).
Anyway, best of luck in sPvP or WvW.
After killing Tyre Ragemaw about 1/4 of the time I will have Liadri spawn directly afterwards.
I get no pauses or stops in fighting. I take whatever gambits I have from the previous to the next fight. It is getting seriously out of hand. Out of 5 fight this happened 3 times at one point.
I have also had this to happen:
-A friend and I were put into the dome at the same time with our two respective bosses at the same time.
-I have had leftover bosses stay after someone fails.
-I have had instant death on teleportation into the dome
-etc.
The list goes on. Either I am a cursed account or this is bugged to H***.
Let me quote myself from a few months back after the Halloween jumping puzzle.
I have written 3 posts to put here and deleted them all because I know they would have received infactions…so I will put it into 1 sentence.
The majority community here has a knee jerk reaction to anything someone can accomplish by means of skill that they could not otherwise get in a “farming” manner that takes almost no skill and can be completed solely by playing “x” hours.
You want a impossible start? I literally just had a match against him where a bomb spawned under my feet at the very start. I was teleported in and instantly downed. Granted that has only happened once, but it is pretty dumb. I have fought him a “couple” of times, so I suppose I should have seen a oddity at some point.
Lore Wise: Human, because they are the master race.
PvP Benefit Wise: Asura, Hard to dodge what you can’t see.
Does it also convert them both?
Yes, it still converts them into boons. The only reason why this will be changed, back more than likely, is because it is not just a passive for the holder but also an aoe condition—> boon skill for up to 4 others.
it has been like this since beta
Don’t forgot about the clunky animations. The stop and stand still for a second or two to pick something up off the ground. Etc.
So many bugs, but it is okay guys, We are going E-sports all the way along with the awesome bi weekly update for the living cough story!!!!
On topic though, sPvP is growing in GW2. It got off to a fairly rough start with the lack of tools and newbies being scared away by constant slaughterings. Now they’re fixing some of that, and sPvP is on the rise. It’s only a matter of time.
They have not fixed anything. It only changed because all the good PvPver’s left the game and now the vast majority of those left are decent to bad. Very few, I can’t stress how few there are, great players are left.
Have to disagree somewhat. I run cleansing ire only, not even furious, and I usually find myself being able to use skullcrack with full adrenaline every 7 3/4 seconds. Don’t forget the 5 free strikes when swapping back to mace due to Discipline adept minor. Along with a full HB, and Discipline XI, you’re back at 24 strikes immediately.
However, you do need to reposition yourself. Mace is a 130 RANGE ATTACK PEOPLE. If you backtrack me, I will noobstomp you.
Moral of the story, stop whining and bring some sense.
I didn’t say everyone ran furious. I merely laid out the highest adrenaline gain. You should take your own advice on bringing sense and read some. What I wrote was a simple and quick summary to a person who is whining about something that is not even remotely a problem given the other classes can regen dodges faster than that stun comes off of cool down. Go try and be a alpha male somewhere else.
what are you talking about, you people are nuts. A 3.75 sec stun on a 7sec cd is in no world balanced; not only that but given the fact you have heavy armor, high hp, high damage output, and high mobility you shouldn’t be complaining at all. Warriors literally are the one of the most overpowered things in this game and if you don’t think so you’re lying to yourself big time.
Apply the same logic to a single 5 point trait for Guardians/Mesmer and then a adept tier trait for Elementalists… How in the world is it balanced that for almost 0 investment they have permanent vigor? (a dodge every 5 seconds!!! but wait… that is shorter than the cool down on the warrior stun…..).
Also note, it is hardly a 4 seconds stun every 7 seconds because the warrior has to gain 30 adrenaline before it can hit max stun duration. For those who don’t know, mainly the one I quoted I assume, one strike of adrenaline is equal to 1 hit that landed (not evaded, on invulnerable target, etc). So if you have been paying attention, that means the warrior would have to hit you 30 times in less than 7 seconds to stun you again for the full duration, unless he has traited one of the following: Inspiring Shouts (8 strikes), Furious (which is currently bugged to only grant double adrenaline instead of triple), or Berserker Might (gain 2 strikes every 3 seconds while in combat).
Assuming you are bad and eat the full 100 blades that is 9 hits. By the end of this the Warrior has recouped 9 strikes of adrenaline out of 30 needed. So lets be nice and say he has Furious, that makes 18 (if he got the critical hit every single time). Say he has Berserker Might, the channel is only 3 1/2 seconds so that makes it 20 strikes. Now lets say he also has the Shouts traited and has at least one shout and that makes it 28 strikes. Even with all of that, the Warrior still only has 28 out of 30 needed.
So even given the above…. yes it is possible to get a 30 adrenaline for a Warrior in 7 seconds and some, but highly unlikely every single time. The shout will have a cool down of at least 25 with the above set up, which that alone will only allow the warrior to chain it once back to back.
Now back to the first thing I typed: The majority of other classes can recoup enough endurance to dodge a attack at least every 7 seconds. There is no problem here.
Moral of the story, stop whining and bring a stun breaker.
NO! People don’t want it too easy we want it to be challenging but not down right ridiculous. The stupid design of the dome making it difficult to see the AOE circles and the buggy camera are infuriating.
I used a ticket this morning and felt confident as i had fought her so many times, Upon entering i was instantly pulled to an Orb and shadow drop was on me before i could even get up. You tell me where the skill is in that.
So the content is only challenge if you can beat it, but dumb if you can not?
To the question of skill….. Stability or stun breaker dodge roll.
I believe the real question is:
Why give us the option to turn off said gambits if we just lose them regardless if we win or lose in the match?
It is not even hard >.>. I stopped playing for over a week. Came back, ran through the gauntlet with the same build and took her out on my 4th try. I honestly thought it would be much more difficult for the amount of whine that is on the forum.
Although, I will say at least in this last fight you have to pay attention. Unlike the rest of the game.
Game terminology doesn’t necessary match real terminology.
No, sadly it doesn’t. That is why 98% of all the achievements in this game are carebear achievements. I am surprised we don’t get achievements points for taking 100,000 steps.
Anet disappointed a portion of their original fan base…maybe most, maybe not. Certainly they kitten ed off a vocal part of the forums. But how much of the fan base is that?
I’m not sure anyone is qualified to say. I do see a ton of people wandering around with the GWAMM title active.
Considering Guild Wars 1 was a PvP game and given that Guild Wars 2 PvP is dead…. I would wager a good sum to say that most of the Guild Wars 1 crew left. I know my guild did, along with a many other guilds.
Because contrary to popular belief, grinding 8 characters to 80 is not a achievement. Achievements by definition are suppose to be skill based not time based
achievements plural of a·chieve·ment (Noun)
Noun
A thing done successfully, typically by effort, courage, or skill.
The process or fact of achieving something.
Synonyms
feat
…… but then again, this is Guild Wars 2. How many skill based achievements are actually in this game? Seems you might get your title/achievement after all.
I bought something off of every vendor… that should be a achievement!
Nothing says legendary like buying the item off the auction house or getting lucky.
Pfft.. skill, no need for such a thing in Guild Wars 2.
ArenaNet disappointed their original fan base on launch, so they left after about 3 months (a vast majority of the original top GvG guilds and players). Now they are left with whatever has decided to try the game instead of the hardcore following they once had. If they want that hardcore following again then they are going to have to step up and make some major overhauls to their systems/game mechanics to what the original manifesto stated/promised.
Just some quick suggestions:
-Get rid of all the cheesy builds (heavy passive builds, stealth, one shot, etc)
-heavily reduce the grind needed for the ascended items (it shouldn’t take more than 2 days to redo every piece of equipment with new stats) so you can actually try different builds. (in guild was 1 it took less than 30 minutes for a casual to completely redo their build)
-make achievements actual achievements. No more of this grind mentality. Stop with the kill 100 of this, now run over here and kill 100 more. Those are not achievements. (Kill the tier three boss in the gauntlet is a step in the right direction, as well as the gambit system. Those are achievements as it takes some slight skill to accomplish).
Arena Net toxified a die hard fan.
I too was a die hard fan that was quickly turned away by the management of the game and the direction they took. I forced myself to play for 10-11 months in hope that heir promises of making it better would come true only to be disappointed more each time. I even supported them through gems….
I have recently stopped logging on and I can’t honestly say I miss it at all. I literally only logged on for dailies and not because I wanted to do them, but because of the “achievement points” (yeah… because those are achievements…).
Just flat out horrible class balance that effects everything in the game. Temporary content instead of fixes to the bugs and failed class mechanics that have been in game for almost one year. Huge divergent course from original selling point of the game for horizontal progression (when it takes you more than two days to respec in a game about “aesthetics” there is a problem). Super childish “Achievements” that you get for doing basically nothing. There are hardly any true achievements in this game.
The only good achievements to be added to this game were “Faster than light” and " The 15 minute one for blowing up the ship (sorry can’t remember the name)". You actually had to achieve something to get these. Instead of grinding out 200+ mobs or eating something…
Just a huge flop when compared to guild wars 1. Which I played for over 7 years easily without getting tried of it one bit.
So I have actually stopped playing Guild Wars 2 now because of balance issues. However, I find it hilarious that the build I used from head start is now considered op (minus a couple of traits as they have been added in). People use to ask for the build and I finally made the post showing the build.
https://forum-en.gw2archive.eu/forum/professions/warrior/Warrior-Build-sPvP/first#post1816428
It is a decent build, but by no means op. This is not the stealth mechanic we are talking about. There are so many things wrong with the balance in this game and people are just now starting to complain about Warrior stuns that have been there since head start.
Since every class has a multitude of stun breakers there is no reason for complaints. Not only that, but you can easily kite this build. As soon as they pull out the Mace/Shield teleport away like the majority of you can do (Necromancer, Elementalist, Mesmer, Thief, and Guardian if you know how). Congratulations you just stopped all the stuns.
To the Thief that is complaining… I find you very funny and you more than likely just need to practice a bit before you complain about this. You can literally shut down a Warrior with offhand pistol 5 now since they have super buffed blind. Not much skill needed to beat this build. Even then, you can stealth multiple times over in comparison to what Warriors can stun.
I only watched this thread because it is a joke and I find the comments amusing.
My Guarantee
I can guarantee that a necromancer will do more damage if its marks were not set on full recharge due to dodge while casting or being interrupted or would be more support by transferring conditions from an ally to an enemy (Putrid Mark).
Your guarantee is pretty dumb balance wise. That would be like a Warrior using Backbreaker but you dodge it, yet it doesn’t go on cool down. It would make it spam able to the point where it will only go on cool down if it hits and that is pretty dumb in my opinion.
Just like the training wheels on the Thief stealth attacks. You missed? You were blocked? You were evaded while in stealth? Attacked them while they were invulnerable? No problem, that wont’ break stealth and you will just use the skill again in 0.5 seconds. No biggie.
Infiltrator’s strike used to be an actual stun breaker, but that’s why they removed it.
As for the shield, if your opponent stops attacking you for three seconds, then the shield block is accomplishing it’s job: keeping you alive longer. If you die after those three seconds, then all you did was delay the inevitable. Giving this ability stun break properties would mean it would require a significantly longer cooldown or shorter block duration.
As for stability… I don’t really think it needs that. One of the main way to counter such a skills is to use an unblockable CC like magnet, line of warding, or reaper’s mark. Giving it stability would remove these possibilities, and would even allow the stability to extend beyond the block duration unless they specifically coded it that way. I guess it would be a somewhat reasonable way of making it stronger though, not that I think it needs to be stronger.
I know, I was just stating it because apparently some people don’t know what other classes have on their weapon skills. As to giving Stability to shield stance… I am not sure how I feel about it. It would make the skill great but I believe it would be taking the game in the wrong direction. Instead of buffing everything to make it even I think they need to bring down the other classes to make it even.
The Warrior was a very balanced class for a PvP game. Telegraphed attacks. Very weak versus ranged attacks and conditions but would destroy you quickly if he got in melee. Now Warriors are in a limbo where we sort of deal high damage in melee but not really enough to destroy people for making mistakes.
Nothing like the Thief anyway for burst damage. Thief doesn’t have to set up his burst to be honest, it is kind of handed to him just from weapon skills.
Take a common Sword/Pistol Thief. They have a semi stun breaker for 2 initiative and can completely nullify any melee for 6 initiative using Black Powder. Now, they also get a free immobilize on the target while shadow stepping to the target. Then they can use Pistol Whip which also stuns the target so they stand in the flurry attack afterwards. If the Thief is berserker (which he will be) that is going to seriously hurt. Also, lets not forget that these skills have no cool down and the Thief can regen a extra 3 initiative if he traits correctly and is using Infiltrator’s Signet.
Cruise control profession much?
Yes, I have a Thief and this is the build I use. It is stupidly cheap. You can easily carry a offhand dagger for your second set to deal with boon spammers (you won’t destroy the boons but rather steal them). I however, do not main Thief.
I hope the nerf it, thiefs have rly no chance against this and they are already weak.
Very funny day when a Thief complains about being weak when they have some of the cheapest builds around. You don’t even have to try as a Thief to kill a Warrior. Just use your Black Powder and stand in it. You have basically just destroyed the effectiveness of this build with one skill.
No one forgot about dueling. It is just that if you put in dueling then you have to balance the professions so they somewhat stand a chance at each other. As it stands now, everyone would run Mesmer, Thief, or Necromancer. There is no reason to run another profession.
As a Mesmer you have access to everything, so while being super defensive you can still deal a lot of damage. Necromancer can just pile on conditions till you are out of cleans while being one of the hardest classes to kill without multiple stuns/blinds. Thief will either 2 shot you or run and come back and try again.
- Thief:
*Stealth 8 Sec CD(affect all weaponskills) or 30sec+ CD,
Umm… no? There are no Cool downs for Thief. Cloak and Dagger runs off of initiative. There is no cool down for it. The only time Thief will ever have a cool down on stealth is if he attacks before the stealth is over (aka the Revealed De-buff). The Thief can chain stealth as long as he never attacks from stealth.
Another option on no cool down for Thief is to use Black Powder. It achieves the same thing for less effort.
The vast majority of you fail to realize that everything you are listing in comparison to a stealth stomp has a long cool down.
Popular one for a example: Mist Form 75 second cool down (60 second traited)
Thief stealth in comparison: 0 cool down on reapplying stealth
Only way stealth will have a cool down is if the Thief attacks from stealth. Even then the cool down is only 3 seconds (WvW) or 4 seconds (sPvP).
Stealth stomping insures the stop on all classes except Elementalist and Thieves, much the same as Mist form but is on a much shorter cool down.
I’m pretty sure weapon skills are not supposed to be stunbreakers.
Tell that to Thief and Mesmer. Mesmer have a semi stun breaker on staff on a 10 second cool down, while Thief has a similar skill as well on no cool down (just cost 1 or 2 initiative). They are semi stun breakers because they don’t actually break the stun but they teleport the Thief/Mesmer at least 900 units away, which effectively ruins what you are trying to set up.
Idk about stability it doesnt need that
It would stop Necromancers from fearing Warrior out of their only long blocking skill.
My utilities: Regen signet, endure signet, presicion signet, frenzy stance, signet of rage. Runes are Lyssa runes.
A messily 5 seconds of stability that you more than likely Pre casted before the engage isn’t going to do you any good when it is taking you far more time to down and kill a person with 3 others there. It is on a 48 second cool down.
Also, please explain how you can have balanced stance when you clearly stated the above.
(edited by Vanthian.9267)
It is because they are not very intelligent. The Warrior is in the same exact spot as it was before the patch for sPvP. Nothing has changed but the fact more Warriors are going to sPvP because they think the Warrior is getting good at it.
The fact remains: The Warrior still has a cheap stun locking build, yes (not as cheap as a blind spam, stealth, instant gib, or condition bomb from 1500 range spec, but still cheap). They are still out done by every class because they have multiple avenues by which to negate damage while the Warrior has very few. Others can get access to damage negation for free (their weapon skills).
You can compare their skills to the Warriors Mace 2 skill if you want, but their skill is a evade with a similar cool down instead of a single block.
I was Able to fight that 4vs1 and finish off one of them AND run away.
Since no one else, from what I saw, is calling you out on it:
ABSOLUTELY PULLING THIS OUT OF YOUR BUM
(unless all 4 were/are completely incompetent)
Edit: To add the biggest piece of evidence as to why this would have been impossible for you to pull. You have no access to stability from what you have typed. They would have CCed you to death. Unless they, as I have stated before, were/are completely incompetent to this game.
(edited by Vanthian.9267)