Condi-HGH beats out every other class at being able to stack a large amount of high-damage conditions in an area. However, you sacrifice a good amount for the amount of aoe damage you can put out. Namely, you have 0 CC, limited mobility, and limited survivability (although you’re far more durable than a glass cannon).
It seems like HGH Engis seem especially strong right now because they are a compelling counter to the current ele/ranger-heavy meta. HGH engies may seem less powerful once the metas change. For example, I’ve found that teams who can maintain high retaliation uptime do very well against HGH engies. One grenade attack into a group of three people will proc 9 ticks of retaliation. Pistol 2, 3, and 4 will also proc multiple ticks of retaliation.
Dual Pistol thief have access to Glue Shot, which is an immobilize, then cripple.
Shield offhand has Magnetic Inversion which is a knockback.
On top of that they have their elite, which stuns, and immobilizes until destroyed.
They have alot of condi remove with Cleaning Formula 409. They also have access to regen, vigor and protection.
Not to mention the chill uptime, which is an extreme defense. You can kite way better if the enemy is chilled by 66% and on top of that it heavily increases the enemies cooldowns, which in return lessens the pressure on you (while making your pressure higher, by increasing their defensive cooldowns).
And yes reta is a counter to it, but AoE reta is a counter to any attack which hits multiple times, because reta is just… kitten ( I really wrote kitten :P )
Well, some classes can do really nasty things if you can stack them without any diminishing return. Traps is one of these things.
You can handle a trap ranger sitting on your point throwing traps on it?
How about 2?
3?
Since it is AoE you cannot easily counter it by bringing more teammate aswell.
I don’t even want to imagine what a 5 MM necro team will do. Targeting would be a nightmare.
It is all about how well does it do on it’s own, and how does it stack.
Think about banners for example.
1 banner can really help your team.
Imagine, bannerbuffs from the same banner would stack. There would be 5 warrior banner teams all over the place…
Constantly playing with +850 Power, Toughness, Vit, Precision and Vitality. Oh and or course 75% bonus crit damage.
Most classes fill multiple roles anyway, so bringen more of them isn’t a problem.
Veteran and Champion Krait are really a bit insane right now. They could instead place a Orr temple chain boss where the krait are, and kraits and the end of the temple chains.
I would still play my mesmer.
I am honest here and say, DE is too strong. No matter how much ANet would buff the other master traits of duelling, there will be no other choice then DE for 20 in duelling.
Yesterday I just thought about, what buffs would I do, in order to make them a valid choice over DE in that slot. Whatever came into my mind was screaming OP at me. Like 3~4 seconds of distortion on signet use. 2s would be doubling it, and yet I wouldn’t take it over DE.
So yeah, DE needs a nerf at some point.
Retaliation and confusion are simply bad mechanics full stop that bad players use as a crutch. It shouldn’t exist in sPvP at all IMO. Passive damage with no downside at all.
It’s always up to you chosing to attack a target with retaliation on or casting skills while under confusion….this reminds me of ppl keep skilling while under spiteful spirit in gw1, and going down that way had never been considered a balance problem…it was only bout l2p…good players knew they had to stop while under it waiting for end\remove, newbs just suicided while damaging allies…noone ever complained about..if you had someone not caring bout ss keep spamming dmg on himself and the rest of you team it was usually an istant kik for the next run…problem solved…play smart next time, if not just go back pve..
Old good days when gw pvp wasn’t casual oriented and was actually way more competitive and gratifying…now everyone must suceed even if playing like kitten…so sad…
http://wiki.guildwars.com/wiki/Spiteful_Spirit
Let’s be honest, confusion and retaliation are just dumped down version of all the backfire spells GW1 offered.
But that is needed when there is practically no usefull condi cleans/boon removal like in GW1.
Yeah, retaliation could use some sort of internal cooldown per target and % of damage reflected. In my opinion it would be nice, if the damage it can apply become capped at X damage per two seconds per target (let’s assume 2k per 2s), and then reflect a certain amount of damage dealt, instead of a static number. The damage reflect threshold could then be increased by the players power.
It would give it a meaning against hard hitting attacks and still be usefull against multihit attacks. It wouldn’t necessarily punish one or another.
Confusion in sPvP on the other hand, is so shortlived, I often don’t even recognize. I take like 1 or if it is really bad 2k, because after that ability the first stacks will run out anyway. In WvW on the other hand, confusion is a beast, and a mesmers best way to AoE. With pizza and alot more confusion damage and of course not the artifical halfed damage, it is something you have to keep an eye out for. My maximum was 5.5k damage on a shortbow ranger. Needless to say that he died pretty fast.
I think using the NPCs on the battlefield to shield you from attacks is an intentional design decision judging from the minion master necro. A lot of what makes things like that viable at all are the defense you get from hiding behind your minions.
Also, I’ve often intentionally stood behind a clone while stomping a warrior or something to avoid their downed interrupt projectile.
I don’t think the mechanic needs to be changed – just learn how to adapt to it, use it to your benefit, etc.
Have 2 mesmers and a ranger on a point, and try to land a projectile on your target. Good luck with that.
Or try to put up some AoE. 5 target limit with tPvP having 5v5 encounters. So AoE should hit a complete team… unless you bring in some NPCs. In that case, AoE damage get split up upon some players and some easy to replace NPCs just because… why not.
Hell, try to target someone specific, and turn the camera.
It’s like the game is trying to troll you: ‘Oh you want to turn your camera and used your right mousebutton to do so? How about targeting this clone which just happens to stand here.’
Someone should open a real constructive forum:
- You have to apply for posting rights
- Applying for posting right requires the new member to send a PM in this forum to a moderator of said new forum
- The moderator/two moderators will then take a look at your posting history. If they think the person is posting reasonable then the person gets posting rights
- Otherwise they will get rejected and cannot apply for posting rights for the next 6 months. During that time they have to prove in the public forum that they changed their posting mentally
Otherwise you will always get posters which are mostly saying ‘L2P’ or similar things, even if someone is constructivily explaining why something is OP/UP. Hell in these forums here, someone would say L2P or ‘L2Dodge’ even if GW2 would have a mini nuke which will deal 1m armor ignoring damage with 10s cooldown.
As a warrior the thing i feel like i lack the most is mobility, i gain nice mobility through using the warhorn in spvp/wvw but i think what it lacks is health regeneration, maybe this could be through the number 5 ability? we gain vigor and health regeneration?
or it could be upon wielding, any neat sort of health boost from it i think would be great, please could the devs take it into consideration?
There are more important issues with the warhorn, especially combined with the cooldown and condi remove trait.
- 5 shouldn’t have like a second aftercast delay
- Instead of regen, I would rather like to see some stacks of might added, I mean it is called ‘Call to Arms’ after all.
- 4 should remove the movement impairing effects first, and then convert a condition into a boon.
The main problem with blurred frenzy is that it shouldn’t give invulnerabilty. That doesn’t even make sense. Why not give 100b invulnerability? Same scenario.
——————-Mesmers have i believe the highest burst now(maybe thief beats them), but they can still down you faster than you can them. Put that with stealth/clones and stuns. DEAD
100b does WAY WAY WAY WAY WAY more damage than Blurred Frenzy. That’s why. Mesmers also have light armor and less HP. Obviously classes with less passive absorption/mitigation need more active avoidance tools.
If you nerf Deceptive Evasion I think most people’s complaints about mesmer would vanish because the current issue is how quickly mesmer’s can keep putting clones up.
Actually the pure DPS of blurred frenzy and 100b is close to equal. It is just that blurred frenzy only last 2s.
Also, most mesmers not only use Blurred Frenzy but shatter on top of that.
If shatter had a minor casttime, they actually would have to plan when to use it, and it should fail.
Now: Immobilize + Teleport to target, and if that worked, Blurred Frenzy + Shatter
With like 0.5s casttime on shatters:
- Immobilize + Teleport to target, to cast of shatter then blurred frenzy. Possiblity of immo running out before everything went through
- Press shatter, then immobilize + teleport, then blurred frenzy. Possibility of not hitting with your shatter
And yes deceptive evasion is a bit too strong at the moment, especially combined with the 5 point minor you get on top of that, which gives you perma vigor (in most cases).
An internal cooldown maybe, of 5~10s?
Everyone says, that mesmers aren’t hard to fight if you know what they are doing, but with my mesmer as my first character I disagree. It doesn’t matter if my enemy knows who I am, and where my clones are. I won’t mind, if my clones would all just look like phantasms. They still provide alot of passive support for me and my team. They absorb AoE damage, they block projectiles. My make targeting stupidly hard, and as I often have that trait in, they provide alot of cripple just because they die to aoe, a projectile or just because I replace it (automatically by dodging).
On top of that they provide a constant stream of shortlived conditions to cover my long conditions.
Alot of these things aren’t things that are clearly visible, but they happen… all the time.
That on it’s own, yes that wouldn’t be so bad.
But on top of that I get quite some uptime on invul, and one of the most rediculous escape skills ingame… phase retreat.
And to be honest, it isn’t fun to fight against a mesmer, and that in my opinion is the most important aspect. You should have fun playing a game. There are certain classes in this game, which just aren’t fun to fight against.
You think retaliation is bad in sPvP?
Go to WvW and place a Feedback in front of a zerg, and lol when your 18k health on a fully healed mesmer is down to 0 in ~0.5s.
Like a fountain of red 3xx hitting you xD
Baubles are also used as bombs. One bauble = one bomb.
Problem with mesmer isn’t finding the real one. In my opinion the real problem with mesmer is the amount of escape and survivability tools they get almost for free.
Try a melee vs. a staff/x mesmer. There is no way to beat that mesmer, if he is any competent. Even multiple melees won’t stand alot of chance, with invuls, stealths, blinks and all sort of nearly uncleansable CC they throw at you. Try to get rid of cripple when the mesmer has the cripple on clone death trait, while using a staff. Unless you can cleanse everything at once you will always be crippled, and even if you remove everything, a second after you will be crippled and burned with a small stack of vul and bleeding on you.
That on it’s own might not be so bad, but in a teamfight, when you have to concentrate on multiple target, a shatter will most likely hit you. On top of that they throw out a nice amount of boons on allies, with chaos storm and winds of chaos, dealing AoE conditions and damage, and providing one of the better combo fields (etheral).
And while it is not hard to distinguish a clone from a real mesmer, they still provide a lot of defense. Ever tried projectiles vs. clone spam with clones on dodge? Unless it is a thief shortbow or other bouncing projectile, they will absorb quite alot of damage, just because they happen to stand in the way. AoE limit of 5, while it seems that this wouldn’t be a problem in tPvP because of 5v5 becomes quite important when there are some summons arounds. Clones and phantasms are the worst offenders here, as they are quite easy to replace, and can be traited to do additional stuff if they get killed.
The individual things of a mesmer don’t seem that bad, but in a package, paired with the overall screenclutter of bigger fights they are on the OP side.
I guess, you could also buy T6 Fine Mats, sell them via Trading Post (as they should net you more income per laurel) and buy a specific dye directly if you don’t want to gamble on dyes.
You can buy dye’s.
Not much, but hey, it gives PvP only players 10 additional dyes every 5 days.
This game isn’t an FPS (and besides, when was CS last played on a mayor tournament with a price pool etc). If you want to play an FPS, there are tons out there. Some are also pretty cheap. There isn’t alot of difference between them, so you can basically pick up one of them, and get almost the same experience then what you would get from the other one.
MMOs especially team based MMOs should be based around a team. That includes that a team is required to kill someone, not just one person to burst them down.
That time should also be high enough for your team to help you (other than getting you up from the downed state).
If you want a team based game, than fight should last at least 4~5s with some heavy burst.
And a fight should require a team to focus on downing someone. Not necessarily by hitting the same target, but also be knocking back allies, rooting allies, or any other form of CC towards those going to help your target.
New low for the forum:
100 Hundred Blades is now 50 Hundred Blades.
That warrior could use some buffs and tweaks in certain areas, yeah.
But quickness was bad before (in my opinion it will still be bad with the 50% nerf, but have to test that first). Someone using a 0.25s skill reduced that time to 0.125s. I currently have a latency of 63ms.
So I would have to react to an incoming skill in 0.062s.
That’s just impossible.
Should be this:
http://wiki.guildwars.com/wiki/Frenzy
Guess what, it was used in basically every single build.
Quickness was broken before. Using a 0.25s casttime skill with quickness reduced that time to 0.125s . With a latency of 100 your client would inform you about that skill 0.025s before it actually hit you. Yeah, that will be enough time to react to something…
I do not think community map making is feasible since it’s 3d. Wouldn’t it be too complicated? To my knowledge all community map makers were for 2d games? Obviously I mean in terms of gameplay, not graphics (e.g. SC2 has 3d graphics but 2d gameplay).
Balance is something that should be left to the devs since they have the raw data. I’m not sure why there isn’t a test server though.
Bottomline though is that they have to find a way to monetize sPvP better, since if sPvP generated more revenue I’m sure they would devote more staff resources toward it. The only way I see that happening is by making the sPvP side of the game free-to-play to increase the playerbase, and add a TON of aesthetic things to purchase such as skins and dance animations. Perhaps the ability to use custom artwork for guild emblems. Custom servers will be great too obviously, whenever that gets put in.
The only way I can see ANet leveraging community development would be through custom servers if enough customizable options are made available, and UI mods.
Unreal Tournament games have level editors.
Basically everything done in the Source Engine of Valve can get costum maps.
The real difference is, that this game is a MMO. The maps have to be on the server, and you definitely do not want that basically everyone has access to the servers to upload map files.
The amount of possible security leaks is so astronomically high…
UI Mods will not happen either.
Just the amount of work required to implement a modding API on top of their current UI would be years of dev time required.
Not to mention that the UI is mostly solid, and just certain things needs to be fixed (hi, right click targeting anyone).
Mods in this game wouldn’t feel right. This isn’t WoW or a WoW-clone you know.
Seriously, they won’t have the manpowerer to find those few gems posted on new changes under the pile of troll posts and just plain wrong informations (intented or unintented wrong informations).
At least that’s just a matter of reading. I find the results of their “internal testing” to be extremely suspect most of the time.
A matter of reading and alot of manpower.
Just think about how many new posts are added while a bunch of devs read one post.
They would never stop reading unless they skip alot of these posts (that’s btw a reason ANet and other huge companies have community teams just to dig through all this).
If you add a PTS people expect that everything they post and suggest will be added before patch release. Which would be impossible. It is already impossible to keep up with the amount of posts added, how should they find a way to implement every single suggestion, especially with alot of suggestions probably being the complete opposites.
Count each oppinion, and which side had more voices gets implemented? So a troll-runned game, yes?
Then it should be more like UT2k4.
Deathmatch, TDM, CTF, King of the Hill, Domination (worked different there), Assault (objective based), Siege.
Nothing should be like CoD, because it is CoD.
A public testserver will probably never happen. I mean, they can see the discussions on this forum, and do you really believe they will dig through thousands of posts about new balancing changes, when basically every thread will look the same:
- Person A says Ability Z is now OP
- Person B says Ability Z is now balanced
- Person C says Ability Z is still underpowered
- Person D, E and F say ‘You are all wrong. L2P! Yolo!! Swag!!!’
- Person G says ‘I like trains.’
Seriously, they won’t have the manpowerer to find those few gems posted on new changes under the pile of troll posts and just plain wrong informations (intented or unintented wrong informations).
Well they could give us at least the same options than in PvE.
Oh and or course the names for each stat combination should be identical.
Knight and Shaman for example:
- Knight in PvE = Tgh/Pwr/Pre
- Knight in sPvP = Vit/Pwr/Pre
- Shaman in PvE = Vit/Con/Heal
- Shaman in sPvP = Tgh/Con/Heal
It is stupid how a pet can follow you for about 5 minutes miles away from a ranger. I think pets should automatically come back to their owner when they go over 1500 ranger away. It is unrealistic that a pet will just be chasing you for miles and then the ranger can just get a new one by his side whenever he needs it.
I cant believe the current way pets work is intended but it could be? Put them on a leash please. Nothing more annoying than some stupid jaguar eating me when its master is the other side of the map!
You think that is annoying? I had a ranger sent his pet on me in WvW (plain field just we 2), while he was running away. At some point the ranger wasn’t rendered anymore, while his pet was still attacking me.
Guess that was between 5000~7500 units range.
btw I think we’re going to get lampooned for saying so, but I think removing energy was a net loss.
Doesn’t feel that significant to me.
E-denial was certainly an interesting tactic, but basically every build of merit was self-sufficient in handling its energy. When half your skillbar is already chosen for you, they’ve already done the restriction on your efficiency that they had energy once do.
Mostly all that was lost was E-denial or the interruption of E-denial. The latter gets replaced by the global interruption of self-heals for the most part.i suppose i should have specified more the connections the energy has
pre-set wep skills -> energy should be removed
makes sense, however:
no energy -> no resource to pace fights -> just use skills that give most dmg and are off recharge.
also:
no energy -> balancing becomes tradeoff between skill power and skill recharge -> the more powerful the skill, the longer the recharge -> elites have longest recharge ->
this is partially the reason devs said we can’t have teamfights -- just begin fighting, pop elites and after a short time fight will be overnot having energy affects the style of pvp we have now
Seriously long cooldowns are such a boring thing.
Oh I used my elite, now I cannot use this skill for 3 minutes.
I want fights which last 20~30s and during which I can use a variaty of skills multiple times. I don’t want to use one utility just once in a fight, and either live or die. I want to use the same utility 2 or 3 times in a fight, and the timing when I choose to use it makes the difference if I win or lose.
I really dislike skills with 30s of cooldown, because you can often just use them once in a fight.
Add a real interrupting system, with skills designed for interrupting, which cause the skill to go on full cooldown instead of 5s. For example headshot and distortion would such interrupt skills.
sPvP and more so hotjoin feels like playing CoD with Swords.
Aquire target, press some buttons and watch what happens.
Simple answer: Guild Wars 2 lacks dedicated healers and has excessive burst. Many attackers have ability to cause massive (>20000) damage in just 2 seconds onto anything less than a full bunker. And if you cannot survive, you are a dead weight to your team.
Adding dedicated healers would need a complete rehaul of the system, so the only sensible choice to fix this issue is to reduce the amount of burst damage. I would say the amount of overall damage is okay, but the burst needs nerf. The problem is even worse in WvWvW, which allows consumables and 104% crit damage gear.
Pretty much this.
Non bunker vs. non bunker fights are over in about 3s average I would say. Sometimes more, when the few defensive utilities aren’t on cooldown, sometimes less when they are on cooldown, but I would say 3s is about the average.
That said, after 3s of fighting you have to wait 20s for respawn.
People hate watching the respawn screen.
People rather want to play more and respawn less… so they go bunker.
Are you two using Ambient Occlusion? Because I know, that this is causing this exact problem. While it looks really great with it enabled, it sadly has some bugs right now.
If you don’t know if it is enabled:
Open the NVidia control panel → 3D Settings → search for Ambient Occlusion.
If you enabled it there on a global level and don’t want to change that, than change it on a program basis for GW2.exe and disable it there.
If it isn’t globally enanbled, it could still be enabled for GW2.exe only. Just repeat the step above in that case.
Being vague isn’t rude or disrespectful.
It’s called being vague.
It’s like you saying being happy is being disrespectful.
It is all about context.
Go to the next funeral and tell anyone that you are happy. That is disrespectful.
Being killed should be irrelevant to you as a player. In this game it isn’t. Certain builds can end a fight 10-20 times faster than it takes someone to respawn.
When a new player enters sPvP for the first time, he will probably get oneshotted, leaves and never looks back, because his match was just watching the respawn screen.
Funnier games let you respawn much faster, giving you more time actually playing the game.
Quickness turns the combat in this game from MMO-like to Call of Duty : Fantasy combat.
Guild Wars 1 was awesome because fights lasted for minutes. In GW2 some build can down certain other builds in less than 1s. That required a team efford with countdowns etc on GW1.
- Arcane Beam
- Arcana Channel pure energy through you towards your enemy. Effect varies depending on your current attunement.
- Fire: Ticks for X amount of damage every half second to your target and nearby foes and addss 0.5s burning every tick.
- Water: Chills Y the target and every enemy around him for 1s every second. Grants 2s of vigor to allies near your target every second and heals allies for X every second
- Air: Ticks for Z amount of damage and adds 2 stacks of vulnurability for 10s every 0.5 seconds. (single target)
- Earth: Ticks for Y amount of damage and adds 2 seconds of cripple and 3 stacks of bleeding for 9 seconds every second to your foe and nearby enemies.
- 1200 range
- 4s casttime
- 60s cooldown
Damage = Z > X > Y
- Rare Veggie Pizzas
- Chocolate Omnomberry Cream
- Mango Pie
- Passion Fruit 400 recipes
- Bowl of Curry Butternut Squash Soup
- Bow of Orrian Truffle and Meat Stew
Dodging isn’t an option against confusion for some classes. My ele for example proccs two or eventually 3 times of confusion, and with sometimes 12 stacks of them, one dodge can be instant down.
30 people killing one person. Good sport and should definitly be rewarded.
Thanks for proving my point about being a bad sport. Anyone that complains about being killed by 30 people is a poor sport that is trying to make up any excuse for their failure. Why did you get caught by 30 people? Why shouldn’t they destroy you if they catch you? We are trying to win, not have “fair duels.”
Alt+F4ing out is abandoning the game entirely; as I said, it’s like throwing the game board ‘WELL YOU DIDN’T BEAT ME CAUSE I DESTROYED THE GAME BEFORE YOU DID.’
Rewarding Roflstomping is bad, because it promotes stuff like zergs. If it is easier to win a fight, but you still get the same reward, why should you not make your life as easy as possible by grouping up to the biggest zerg ever.
Stop getting caught. If you refuse to join an allied zerg, and keep running into enemy zergs alone, or severely outnumbered, that’s your own fault.
Let them implement similar systems for other parts of this game aswell. Fractals level one should definitely give everyone who is doing it the same reward as level 30 fractals, and of course you should be able to join level 1 fractals with groups up to the size of 50 players, and of course the loot shouldn’t get significantly worse, than doing it with just 5 players.
This has nothing to do with anything, and just illustrates your failure to get what the actual point is.
Yes it fixes rage quitting in fair battles, but it promotes zerging. And if there is anything this game does not need anymore, than it is huge zergs.
Stop playing WvWvW and go play sPvP then.
As it stands right now, zergs are getting more rewards for autoattacking doors than someone who can actually win a 1on1. This is wrong on so many levels, as it rewards the most brainless zergs. Giving them loot on top of the other rewards is just wrong.
While it works in PvE, in PvP one player should just drop one bag, but they should always drop a bag. Not 0 not 1000, 1 bag.
Also not getting caught by a zerg is also kinda hard, when a single person/mob can put you into combat mode giving everyone a speedbonus to catch you.
I would fully support a change which would decrease the runspeed of everyone to combat mode speed all the time.
If perm zerging would really be wanted, they could trash all these objective and make a plain field, the size of stonemist, where you could constantly clash together.
Instead we are given multiple objective of different sizes, ranging from one man objectives like guards and dolyaks (and to some degree camps which are soloable aswell), to small and midsize group objectives, namely towers, up to keeps for large groups. And for a massive zerg there is stonemist.
Zergs do not require any tactic to speak of. It requires 100g to buy an icon to gather as much people around you as possible. Of course you can make it a little bit more effective by joining voip servers etc. but all of this could be compensated by more people, because the largest part of a zergs strength is it’s amount of players.
Of course this could also be combated by far superior siege engines, designed for zerg breaking. I’m thinking about another arrow cart skill which is fairly weak compared to the other skills, like just 300 damage per tick. But for each player that is hit by the ability, it’s damage ramps up like 20% damage, quickly overcoming 3-5k damage ticks, so you can quickly dispatch a huge chunk of zergs if they run into one of these carts. They would have to scout an objective first for these siege engines, and get counter siege like balistas to destroy them from a save distance.
Sadly stuff like this will remain wishful thinking as it would require too many people to start thinking about what they are going to do, instead of mindlessly following around the next player they will find and stop at the next attackable objective.
anyone complaining about the alt f4 thing is just mad cause they hate to die and would rather alt f4 than be a good sport. Good excuses tho guys.
It also denies their opponent the rewards they deserved. It’s the equivalent of throwing the game board in a fit of rage because you were about to lose or be set back. The mark of a truly bad player (and poor sport, as you pointed out.)
30 people killing one person. Good sport and should definitly be rewarded.
Rewarding Roflstomping is bad, because it promotes stuff like zergs. If it is easier to win a fight, but you still get the same reward, why should you not make your life as easy as possible by grouping up to the biggest zerg ever.
Let them implement similar systems for other parts of this game aswell. Fractals level one should definitely give everyone who is doing it the same reward as level 30 fractals, and of course you should be able to join level 1 fractals with groups up to the size of 50 players, and of course the loot shouldn’t get significantly worse, than doing it with just 5 players.
Yes it fixes rage quitting in fair battles, but it promotes zerging. And if there is anything this game does not need anymore, than it is huge zergs.
I just hope that you will also decrease the amount of rewards zergs gain soon.
Like just 1 or 2 loot drops per playerkill max, and less rewards from capping objectives with massive zergs.
20 Players killing one Player should not rewards 15 players loot bags, with 10 of them getting an items with the word ‘honor’ in it.
Dragon Tooth + GTAoE = win.
5 signet warriors are the W/Mo of GW2.
I’m not one to complain, but this is actually starting to be somewhat annoying.
No fast-hands fix.
How hard is that to fix?
if (Player.getClass == WARRIOR && Player.hasTrait(FAST_HANDS) == true)
weapon_swap_timer=5;Seriously. If it is any more complex then that, then you’re doing it wrong.
For the Revenge bug, it would be even easier — when the player respawns, remove the buff instead of letting it stay there to kill the player when it removes itself.
Moving on, though — no fix for ANY warrior bugs.
I’m very disappointed.
At this point, I’d actually support scrapping the December event entirely and just receiving a bug-fixes release. Not buffs, not new features, just bug fixes.
Why aren’t bug fixes happening? There seems to be a pretty big disconnect between what players want and want the developers/producers think we want.
Your function just introduced another bug.
Once warrior runes are equipped you could end up with 9s of cooldown, 5s cooldown or 4s.
Man, when people post these things, I really wish they’d do so with sample sizes larger than 8 chests…
My findings is a sample size of running 30 dailies for a week while progressing while continuously running lvl 20 dailies on 2 different toons. I am absolutely convinced that higher level fractals give less yellows than lower levels.
That is great. We need more people like you who actually judges things after gathering a large set of data instead of going through a period of bad luck and going through these knee-jerk “OMG RNG SUCKS” phases.
But random number do suck, no matter if you are lucky or not.
You are doing a certain amount of ‘work’ for a certain amount of reward.
You don’t work for a week and then get a check which can be 1000 bucks, 5 or anything inbetween in your job either, aren’t you?
I did a level 2 fractal once solo (it was Ascalon). Possible, but takes a while.
From a purely GW2 perspective, it is silly to say things like crit rates, etc are RNG and pure chance.
Take a step back. Suppose you play thief and 1/4 times your entire backstab combo crits and makes you an 80% favorite to win that fight. It becomes a strategic decision; is the upside high enough that you are willing to fight it out the other 3/4 of the time? Do you need to be guaranteed victory when you crit to make the build worth it?
You want GW2 to boil down to single encounter dynamics, but it is much deeper than that. Adding pure defense is one way to mitigate the effects of RNG, and blocks/blinds/evades can often completely stifle them; but ultimately how often these are used effectively is just another statistic to be taken account of.
Chess, I think, is a terrible example, most games end in draws! There is certainly an element of luck; there is no way to choose the best strategy at the start of the game; so maybe you choose a strategy or openning that turns out to be a huge underdog. Can you still win? Yes of course, but it will be much more challenging, or you can choose to be safe and play for a draw. It is the same in GW2, maybe something unpredictable happens and you are a huge underdog for no reason related to skill or strategy; do you fight it out or try to retreat? It’s things like these that make every game different.
And I think enough is enough on the sporting examples; anybody who has ever played a sport at a decent level knows that “lucky shots” do exist. Sometimes they coincidentally make that perfect choice. Over the long haul, statistics will win out.
The RNG we are referring to would make your chess example look like this:
The match starts, and a third person takes 2 dice, one for each opponent.
He rolls both, and depending on the outcome, each opponent has to play a certain strategy.
the main problem with rng is that you have no way to plan anything. engi is especially problematic. you are often faced with situations where you “hope” a certain thing will happen to let you win a situation. it takes the skill out of the player’s hands and distances them from the immediacy of combat. i also have a problem with random procs for conditions and conditions or spells that proc when a critical procs. it is too much. each layer or rng you add is another layer that i am more distant from being the architect of my own victory. in gw1 the only real rng were critical hits (only from physical weapons btw) and block chances. every condition and every hex and every spell you put on that enemy was something that you specifically knew was going on and for how long.
Even crits aren’t as random as in other mmos in GW1.
Hitting a moving target in the back is a guaranteed crit.
Crit also removes one layer of randomness:
Whenever you crit in GW1 your weapon will deal max damage. It doesn’t choose a value between min and max.
And the bonus damage isn’t some sort of high number. Instead it just takes the enemy armor value and reduces it by 20.
I always love this how much toughness did you have counter question.
Like the kitten (I actually wrote kitten) system, the Thief subsection should scan for ‘how much toughness do you you have’ kind of lines, and add another one like: ‘thiefs are the only class allowed to run zerger amulett, you must have toughness’.
A full exotic set with just one weapon ist 60 ectos. Worst case is 4 weapons which would be 75 ectos at currently 38s. That is 28g50s.
Now add in some gossamer and ori + 50 T6 mats + 25 T6 orbs.
In case of blood and rubys we are at 50*28s = ~14g and 25*12s = ~3g.
96 gossamer for light armor is another 3.5g.
So with weapons we surpass the 50g mark.
That is a rediculous amount of money for a new player who just reached 80, and cannot afford magic find gear, as it requires those mats aswell.
You do know magic find only works on mob drops right? It doesn’t affect what you get out of chests in any way.
~S
actually no one know how it works right now because stealth nerfs and no information provided on anet part and some people actually believe that if you have magic find it actually decrease chance from everything as it stands right now …
As for me personally I am waiting for dev reply on this
that link is invalid refer to my 1st post here and look at all those people that farm outside of fractals saying something is wrong with magic find ….
You said nobody knows how magic find works, as an answer to the fact that MF doesn’t work on chest.
So I provided you with a link, which clearly says, it doesn’t work with chest at all, which also links to a dev post saying said fact.
You do know magic find only works on mob drops right? It doesn’t affect what you get out of chests in any way.
~S
actually no one know how it works right now because stealth nerfs and no information provided on anet part and some people actually believe that if you have magic find it actually decrease chance from everything as it stands right now …
As for me personally I am waiting for dev reply on this
The percentage is multiplicative, not additive. If you have a 1 in 4 chance of a ticket winning, having 4 tickets doesn’t mean you’ll have a 100% chance but instead more like 50% or so. In other words, they don’t stack. For all we know, having 100% MF in gear may not actually yield 100% MF if each piece is multiplicative.
I can provide a better explanation later when I’m not stuck using my phone.
That’s right. If magic find works in this way, then consider the lottery ticket example. Each ticket has a 1/4 chance to win. The chance of getting AT LEAST ONE winning ticket is:
1 – [the probability of NOT getting a winning ticket]^(# of tickets)
1 – [0.75]^4 = 1- 0.31640625 = 0.68359375
So, having more than one ticket definitely increases your chance of winning, but it is not additive. As you buy more tickets, your chance of winning asymptotically approaches 100%, but you never actually reach 100%.
The lottery ticket was just a small example to give an idea of how it is working. It was never and can never be a 100% accurate comparisson between MF and the lottery for a simple reason:
In the lottery one number must win.
If there are 1,000,000 different combinations possible (powerball currently has 175,223,510 different combination on a sidenote), then buying 1,000,000 tickets means you will win, unless you buy one combination twice, and therefore missing another combination.
Looting a mob does not ‘always have a winner’, even if a unlimited amount of players could and would loot that mob, it doesn’t guarantee that someone gets an exotic.
We are btw getting a bit off-topic here xD
Also for those reading this thread.
The 0.3% chance for exotic is just a guessed value.
It is probably <0.01% (which would mean ~1 out of 10000 looting would include an exotic. It is far less than that). Just thing about an event where 50 mobs would be killed by 10 players. That would be around 500 possible lootings. With one in 10000 exotics would almost be a ‘common’ loot. 100% chance increase isn’t alot after all.
There was/is that Powerball jackpot in the U.S. afaik (not from the U.S.), and exotics are like the jackpot. If you buy 2 tickets, you double your chance to win. It’s still very unlikely to win though.