I believe the orbs being obstructed are made like that on purpose. It forces you to get close enough to melee, or cast an AOE type attack. But for me, the orbs are not the issue. It’s being able to focus on the timing of the 1-hit AOE that drops in a pattern.
If you’re unskilled, and an orb just happens to spawn next to you, consider that luck. Otherwise, as I said in the title, there’s no RNG in this fight.
I very much doubt it, as this bug has been in the game related to structures and other objects forever. Plus there are other ranged weapons that have no issues hitting them at 900+ units. Necro Scepter for example can instantly swat them with the 1 skill.
The fight doesn’t need “nerfed” in the sense that it needs to be made easier, but the design needs iterated upon more. The dome was a bad idea, the floor was a bad idea, and the fight wasn’t made class-neutral enough. Movement skills and invulnerability are too influential on this fight.
The orbs do not spawn in the same pattern when using the same arena. This is one thing I paid very close attention to. They may spawn in certain locations, but there is no guaranteed way to know which of those locations the next orb will spawn.
That said, the start-up time on the orb after it appears until it launches the pull is such that you should be able to handle its presence no matter where you are in the arena. I think the only serious issue with these objects is that they come up “Obstructed” when attacked with certain ranged weaponry, which is a pretty serious flaw and should be corrected. This fight needs to be more class-impartial than it currently is.
…the farmers are rushing to get as many rewards as possible before the nerfhammer hits. It’s not the farmers fault really…
It really is. Try actually playing the game as it is intended to be played instead of squeezing every copper out of it until Anet is forced to step in.
That too is a problem ArenaNet created, though. They placed so much of the game’s purpose on accumulating gold. The design of the game is far too structured around the principles of economy. 90% of the players in this game are bent on finding the most efficient way to scoop pennies into their packs because too many things have a price tag, including the most prolific reward in the entire game. It’s depressing that so much of the game’s content and beauty is wasted on this concept.
I went from 60-80 on my Necro today , scraped together what set I could with 9 gold, and ran the entire gauntlet in around 2 hours. Hit 80 around 11:30 PM and finished Liadri around 1:30 AM. (edit – it was definitely more like 9 gold because I sold a lot of unused crafting mats back)
It’s good to have content that is difficult in the game. Especially this game where far too much of the content is pretty brainless. That said, I don’t think many of the fights in this event are very refined. One snag with making particularly hard content is that the things you get wrong in iteration wind up magnified if they don’t get addressed.
The floor of the arena messing with the visual feedback elements (the AoE indicators) sucks. I don’t care if there is a set pattern or not. This, like the “you’re blinded lawl” post-processing junk during the Liadri fight are gimmicks, and gimmicks are really not the kind of thing you should be looking to dump into content you mean to be properly difficult.
You should also spend more time thinking about the classes you’re going to actually put in the arena with these encounters. I’m sure the eight orbs achievement on Liadri is doable on a Necromancer, but I didn’t even bother because I’m also sure it is a hell of a lot harder than it would be on any other class. As a wise woman once said, ain’t nobody got time fo’ dat.
I’m not trying to sound overly critical – this is the first time the game’s managed to get me to sit down with it for more than an hour or so in months. The game needs more of this, even if it comes in small corners of an update here or there. It’s just also the kind of thing that needs a little more care than your average piece of content. I hope when this gauntlet returns it’ll be even better.
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This thing is account bound? Excellent. Can we please have the tools made account bound as well?
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Coming up on the game’s first anniversary and this issue has basically gone nowhere. If anything I feel like it has gotten worse as they’ve tried to make harder and more interesting enemy encounters.
I feel like the only answer is a drastic redesign of the pet mechanics. The content is simply not designed to support them.
I think simply making pets have an AoE reduction, dropping their aggro levels in areas needed (EX gauntlet your pet won’t pull Agro unles you stealth first thing), and make pet death CD 20s regardless of if they were alive or dead (or give us the option to kittening Rez them back!!) and it’d be fine.
My problem with trying to massage the current implementation until it’s passable is simple – there are too many factors involved with their current design to get these numbers to the right place in a way where it is balanced across all the current content. More importantly, it doesn’t safeguard the pet mechanic going forward as they continue to add elements to challenge players in new ways that don’t currently exist. Besides, the basic functionality of the things isn’t even working correctly a year later; even when they’re alive they’re not filling their intended role even close to how they should be.
Coming up on the game’s first anniversary and this issue has basically gone nowhere. If anything I feel like it has gotten worse as they’ve tried to make harder and more interesting enemy encounters.
I feel like the only answer is a drastic redesign of the pet mechanics. The content is simply not designed to support them.
If you are a PvE focused player, I would say yes. We’ve spent an entire year now waiting for them to figure out how to make pets actually function well in PvE content, and there’s really not much to show for it. There’s certainly no meaningful benefit to putting up with the current pet dynamic relative to other classes who are not burdened by it.
They advised us less then 24hrs after the event ended. They couldnt tell us before the event ended… that would rig the event, essentially ruining it. Telling us in the patch notes was a sensible move.
If that’s true, then the sensible move would have been to not apply a monetary value to these things so that their previous value would have remained intact. There isn’t much sensible about changing the value of these items right after the fact so that the perception of the value of their participation becomes skewed. Plus you open the door to creating the very issue a lot of people here now have where they deleted an item that intuitively no longer had value could get screwed.
What a silly decision.
Players: hey Anet what do i have to do with those leftover event token, they are useless and they are taking up my bag and bank slots.
Anet: delete them
Players: awww what a waste
NOW
Players: hey Anet what do i have to do with teh token i have so many left overs
Anet: you can now vendor them, earn yourself a little gold
Players: (nerd-rage on the forum)
You probably need to tell them that before they destroy them if you don’t want them to be upset. That is the actual issue.
I think the biggest problem is the gem store stuff being soulbound instead of account bound. I don’t mind stat-based items becoming soulbound because the means of acquiring those items is generally related to gameplay and content. However, the gem store items are typically cosmetic or confer benefits that are of abstract value in the context of the game itself (like the infinite tools). These items becoming soulbound, at least to me, definitely dampen my interest in playing other characters. Even recently I’ve been pondering starting a new character, but it’s much harder to justify knowing I will have to repurchase things like bag slots or skins. It’s even worse in the case of the infinite tools because I couldn’t even get those benefits on my new alts even if I wanted to.
I’d very much like to see any gem store purchases that are not service-related (like appearance reconfiguration or name change) be made account-wide investments.
I feel like this thread is missing context.
Why are our pet changes global while things like Mesmer phantasms getting proper attention and being changed on a per-mode basis? Do birds really need to deal half damage in PvE?
I think it is comedy that Reanimator is not on the leaked notes.
Honestly, looking at their track record so far, I feel like these notes are too good overall to be believable. Would really love to eat crow on this one because the game needs a class patch like this, but to date they haven’t really shown they’re capable of it.
These notes also refer to the new DS #5 skill by a different name than it was referred to in today’s official blog post.
Am I the only person that’s glad they’re actually taking their time with updates?
Yes and no. The “slow and steady wins the race” approach may prevent the vicious cycles of buffing and nerfing — but it also means we’re spending months waiting on class balance while watching low skill classes like thief chew through everything in their path.
I suppose it can’t be helped, either way you choose is less than optimal.
Thing is it really isn’t preventing that cycle at all, it’s just happening in slow motion.
Is there any chance you go back and apply this kind of thing to older event pieces? There’s a pair of Halloween back pieces in my bank from a character I no longer have that I can’t even take out of my bank anymore; it would be cool to be able to reclaim these instead of having to delete them (I can’t even move them out of my bank at the moment).
Besides the Rabid stat armors from Orr temple vendors, I’m pretty sure at least Dwayna temple has Rabid back piece and amulet for Karma. There might be ring/accessory too but I’m not sure.
I am not sure why you guys complain about this. What you have with Spirit pets is the same thing Necro’s have with Minions, Elementalist have with elementals, and Guardians have with Spirit Weapons.
Someone that is so quick to judge other peoples’ critical thinking skills putting Spirits into a category alongside skills grouped together by a function that they do not share with Spirits whatsoever is kind of comical.
only signet that got better was the stone one (why would you activate signet of renewal, pets are too stupid to really benefit from 25% more dmg and that shout sick em is much better if you wanna use this skill for his active part), other classes got signet buffs aswell… so this is can not be the reason why rangers are so ‘OP’ now
The Signet of the Wild change is decent because the CD got cut in half but the duration did not, so there’s a clear gain there. I wouldn’t run Sic’ Em over this, not just because of the bugs that cancel Sic’ Em early but because the passive of Wild is also really good.
These kinds of things aren’t responsible for some kind of massive gain in power but I think there’s clearly more people trying BM just due to the visibility of the changes. It’s always been a wicked strong 1v1 build. Why people suddenly think 1v1 power means they are “S tier” when it hasn’t done any wonders for their rank in the past four months is beyond me.
I’m just curious what changed this patch to make rangers got from tier B+ all the way up to tier S for some people.
Since the builds haven’t changed AT ALL. The only class that changed was ele really. So on the tiering list (posted by the OP), the ele should move down to A, and logically, rangers remain at B+, because NOTHING has changed since then, not even increased effectiveness (they are equally as effective as they were).
I wouldn’t say that. The signet changes made BM builds a bit better than they were previously. Still, it’s not enough to really change their placement since it’s a role they were already going great at while none of the other roles got any meaningful changes. They aren’t capable of doing anything new, even build-wise.
The Ranger pouting will pass, people are just running into more BM builds due to the signet changes and probably haven’t run into them before. They’ve always been one of the best 1v1 classes in the game as BM and the signet buffs have many more folks out there trying it.
I agree with OP’s assessment. The changes were not enough, especially for spirits. One other thing that bothers me about spirits is, for having to recast them every 60 seconds, their cast time is too long. I would maybe like to see what they did with mantras and shave 0.5 seconds off the cast time at least.
The funny part is that the cast time of Spirits underwater is much faster and feels great. Something I’d very much like to see happen for land Spirits.
1, mesmer
2, engi
3, guard, ele, ranger
6, necro/thief
8, warriorBut the gap is now closer so balance is way better ths=an before imo. The gap between thief/necro and mesmer isnt that large imo.
This is about how I see it, though I think Engi is probably sharing the same tier as Guardian, Elementalist, Ranger right now.
Red and Blue Moas for now. Their buffs and AoE healing have proven useful, especially with the design where most enemies are pretty packed into a small area each pull.
Greatly enjoying the claims that pets were overbuffed.
The signet changes are why people are playing more BM builds than before, and they’re doing the same damage as they’ve been doing for a long time, they’re just doing it more often because of the CD reductions.
If you upgrade one of the back items to an infused version, do you lose the skin you had applied to it, or does that transfer onto the new one?
Mmmm, delicious tears. I will enjoy watching your pleas go unanswered.
The class design is pretty loud and clear in that there is no intent to trivialize the pet’s contribution; when you play a Ranger you’re taking the Ranger and the pet as an assumption of every build option. You’re not playing “either or” in the same sense that no matter how much one of your Elementalist’s elements is specced into, you’re not able to make it defining. You’re still tied to the responsibility of all four elements to play any build capably.
sPvP != PvE & WvW
Buffing pets like they did is bad for both. By all accounts rangers are an outstanding skirmish class and they have just been made stronger.
They could have left the pets with the crappy AI and lower stats if they had bothered to fix the trait lines and weapons instead. Rather than address those they buffed the pet… when they do get around to fixing those they will need to nerf the pet. Or they’ll never fix traits and rangers will continue to be a mess.
I definitely agree that Rangers were a good skirmish class before these changes. Not so much that buffing them was out of the question, but not the most in need in that regard.
However, I don’t agree that they can buff Ranger-based DPS without first addressing pets. All of the Ranger’s personal DPS is balanced around the pet being in combat with the target and being a functional element of overall damage. By buffing the Ranger first and leaving the pets crappy, you’re only forcing your way to the same goal while committing your design to bad gameplay for the Ranger (via a class mechanic that has crap functionality that you’re now afraid to improve).
Once the pets are functioning on the level they need to be you’ll have a clearer idea of how far you can adjust the Ranger’s personal DPS and utility to put the class where it needs to be.
I have been running a 0/0/20/30/20 Spirit-based build for some time before this patch, and after today I wanted to give my thoughts on the changes made to Spirits.
First, the health increase. In my opinion, this is only noticeable when the trait for increased Spirit health is also taken. In my few runs of the new dungeon I ran with the trait off and on to compare, and without the trait Spirits still pretty much fold at the first sign of trouble. 60% health sounds like a lot until you remember they only had a few thousand health to begin with.
The change to the trait that increases proc chance was more noticeable to me. Earth and Sun felt more consistent since they were generally hitting right off GCD, and doubling Frost’s group output is obviously nice. Good change and I think makes the trait a reasonable choice at the moment.
Overall survivability is still not where it needs to be for Spirits, though. Especially on dungeon bosses, even carting them around with me it’s incredibly hard to make any Spirit live for the duration unless it is totally trivial to avoid damage in the encounter (which is certainly not the case for the design of their latest dungeon). The biggest problem is ground-targeted AoE; I have to either choose to park them somewhere and risk their guaranteed death of they wind up within a red circle at some point, or cart them around and pray their AI does not path them through various ground-based damage as I’m running around avoiding it.
In my opinion this is still largely pets’ problem as well. Even when pets are called back to your side (so they’re in a state much like carted Spirits) their movement is still pretty wild and they’re often just standing around in horrible death because you’re not able to move the 10+ meters away from the red circle you’re not even standing in so that they decide to get the hell out of it.
Unfortunately I’m probably going to stop playing the build for now since I don’t expect them to revisit Spirits anytime soon. Even though I feel the build is a pretty strong group member when things are rolling (6/6 Altruism runes, Red/Blue Moas, Earth/Sun/Frost, SB + GS or A/T for a lot of group buffs and conditions) I’m a little fed up trying to deal with the Spirits’ weaknesses in the current PvE dungeon design. I’ll likely revisit them again as soon as ArenaNet does, hopefully sooner than later.
I don’t think it’ll be over the top at all. Pets need to be a more significant part of Ranger DPS.
My main concern is with the melee pets’ AI change. If there were no changes made to their ability to hit moving targets I fear that their sustained DPS will drop even further since the target will have more time to start moving and thus evading melee pet damage. I’m still not entirely certain why pets can’t move and default attack at the same time when everything else in the game can.
For those curious -> max out-of-combat swiftness is 33%, in combat is 25%
Learn something every day.
So Swiftness will have 33% speed out of combat but get capped at 25% in combat…so does the passive 25% from signet get lowered in combat or is it basically swiftness-in-combat?
No, that information is false. Swiftness in-combat is still +33%.
The cap is actually +100%, but only Engineers have access to a movement speed buff more powerful than Swiftness via Super Speed (which actually sets your movement speed to maximum out-of-combat speed even in combat).
Edit – I guess Thieves have a +50% stealth movespeed trait but it only provides +33% while in combat.
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Just a small reference considering Moto should stand for Miyamoto (and I’d honestly go crazy if I actually had a blaster, it might also work for rifle considering the usual animation in the original serie, as she holds the arm for recoil and aim, plus having 2 blasters would be kinda overkill lol)
Miyamoto didn’t work on Metroid.
I want a Zapper pistol that makes that same annoying spring “PTANG” noise every time you fire it.
No, we’d rather it not feel random and I agree it no longer has synergy with Speedy Kits. The cooldown was just an unfortunate trade off we needed to make to keep it balanced as a tier 1 trait.
I said this in another thread, but I think it wouldn’t be that hard to make this trait less random without changing the maximum availability that much. Work it into a buff that makes the Kit Refinement spell go off every X kit swaps. The only downside is that players will not have it automatically cool off outside of combat, but I can’t imagine any Engineers that wouldn’t take that kind of consideration over the current one that they have no real power to moderate.
Everyone’s movement speed is reduced in combat. It still increases your in-combat movement speed by 25%; you’re still 25% faster than anyone that has no movement speed increases.
This was Eternal Battlefields and their only other WP was not available since it was contested. There was no other way to reenter the battlefield besides getting killed by the squad.
Your squad of 20 people was covering 3 completely separate exits?
No. This goes for any other form of movement increase; only the highest movement speed modifier is used.
I run a group-oriented buff build for PvE that I think makes pretty good use of our pets. Here’s a link:
There’s a lot of things that can be switched around in this setup, but the general idea is pretty simple. Run Stone/Sun for lots of Burning and Protection procs, Red Moa for group-wide 20+ second Fury, and Blue Moa for group-wide 6s-ish Protection. Switching between Moas (or Jellyfish underwater) also grants AoE Vigor, and Healing Spring will additionally grant AoE Vigor on top of Regeneration every tick due to Vigorous Renewal (for whatever reason this applies to everyone instead of just yourself). The third utility changes on a per-encounter basis, as does the elite.
Traits are pretty flexible and I change them depending on what weapons I’m running around with. The big ones are Concentration Training (this gives +50% duration to the already strong Moa buffs), Vigorous Training (for AoE Vigor on swaps), and Spirits Unbound as a general quality of life thing in dungeons (imo spirits are quite annoying to run static for anything besides pretty low-movement boss fights). Remember to change Off-Hand Training for Martial Mastery if you swap to GS instead of A/T.
I don’t actually run Dwayna runes, but Altruism for the double 3xMight/Fury procs that you’ll get from each Healing Spring usage (since their CDs are 10s and Healing Spring will tick once more after it comes up again). Gear and Sigils are also up to you; if you wind up going more Rabid-esque setup you can switch to some on-crit type Sigils.
This is a great thread! Glad to see the discussions being had.
I’m noticing a lot of people wondering and estimating the size of attacks, durations, and things like that… I will talk with our balance team to see how they feel about adding more detailed skill facts to the spirits.
We’re aware that spirits need more than just skill facts – we’re working on resolving that as well.
Thanks Robert.
I hope that some care is taken when changes to spirits are being approached. There are a lot of issues with spirits but with how underrepresented they are I’m concerned some changes are going to be made that undermine the goal of actually improving them if the end result is a drastic change in functionality. As someone that is actually using these skills, I don’t consider their base functionality a core issue with spirits whatsoever; where they fail is in the general balance of their effects and the player’s ability to rely on them due to their health/toughness.
Here’s what I think about them after spending some time actually using them:
Sun and Stone spirits’ aura effects are good. I don’t think either of these needs to be significantly changed; if no changes are made to the general spirit ICD I could see the base duration on these going up to 4s instead of 3s. The active abilities are a little less useful – I think Sun Spirit could stand to apply a small burn as well as blind when activated, and Stone Spirit could add a 3-stack Bleed or just leave a longer-lasting Cripple field when used.
Frost and Storm spirit have the opposite problem; their activated effects are pretty decent but their auras are very poor. Frost adding 10% damage to a single strike no more than every 10s (and in reality more like 12s) amounts to peanuts. You’d need a 10,000 damage attack just to get an equivalent bonus to Sun’s proc even assuming no condition damage or duration bonuses, and while it is front-loaded and cannot be removed like Burning, the vast majority of procs will not land on hits anywhere near this value. It’s weak enough that at a minimum I think this value should be doubled unless the ICD is modified. Storm is another that has a questionable value, since Swiftness is the kind of boon where the value is dependent on the player’s need for it; an uncontrolled proc severely damages the overall value of Swiftness, and I would prefer this to simply be removed in favor of a different effect, moving the Swiftness to the active ability on top of the damage.
What’s really hurting spirits’ usefulness aside from the above considerations is their ability to survive, and to a lesser extent the long activation/cooldown time on their abilities. They’re simply too easy to lose no matter what type of content you’re doing. The risk of losing them at all to damage is a significant consideration compared to something like a Warrior’s banner, and by itself should be enough to warrant them having substantial health. Something like 10,000 base health would be enough to make them vulnerable to targeted attack while not making them so trivial to neutralize. The value of the 2x spirit health trait is totally undermined by their pitiful base health right now, to the point where doubling it has too small of an effect on extending their average lifespan.
The ICD is also another thing that needs to be examined as it essentially removes almost all of the value from the 15% proc chance trait. A trait like this doesn’t even really make sense with such a long ICD; the trait should instead lower the ICD which will then result in an appropriate gain in average effect uptime. I would also consider lowering the base ICD of all spirits by 2 seconds.
My last suggestion would be to add a 20% cooldown reduction to one of the current spirit-related traits in Nature Magic, probably to the Grandmaster trait Spirits Unbound since that trait is not necessarily a net gain in power and would make the trait more interesting (since it would no longer be a strict functionality decision on the player’s part).
It only checks to see if you have any boons. If yes, you and your pet get +5% damage, if no, you get nada. You do not get increased damage per boon.
Spirit toughness is pretty garbage in my experience. I don’t currently run with the HP trait (though I might test it out sometime just to see) but I can’t imagine 2x health doing much to improve their lifespan in a meaningful way. Either they are up the entire duration since I have them at my side and I keep them alive via movement, or they get sneezed on and explode (which is made slightly less painful with Nature’s Vengeance).
Thinking of a specific example that is recent enough that I’d remember clearly – when doing the Claw of Jormag event, on the first phase with the ice wall, if a spirit takes a hit from the dropping ice spike waves, they will die instantly. I believe those hit me for around 3,300 HP.
The elite spirit seems to have significantly more health than the utility spirits though, and even without the HP trait doesn’t keel over as quickly.
Wallach, just to be clear, by “per-target basis” you mean “per ally”, correct?
So if we have Alice, Bob, Chris, David, and Eve in a group and Alice plops down a spirit, then each player in the group can proc the storm spirit effect but then has their own invidivual 10s ICD before they can personally proc it again, correct?
Alice’s ICD doesn’t affect anyone else’s and vice versa, correct?
Trying to gain some knowledge from this thread …
- Is the Spirit ICD across all spirits such that if I had Stone and Sun out, proccing Stone would put both on ICD (like sigils work)?
- Has anyone tried spirits since the +spirit hp patch and using the Vigorous Spirits trait to give spirits twice as much hp?
Right, each target that receives a buff seems to manage their own ICD. I could jump online and test this but to be honest, it is one of those things I think would hit me like a truck were it not the case (since my own rate of Protection would dive by a factor of five any time I was in a dungeon, which it does not).
As for Spirits sharing ICDs, that I can also say with some certainty that is not the case. I run Sun and Stone together pretty much 100% of the time and their ICDs do not interfere with each other. Generally I’ll get both procs very quickly at the start of any combat (since both are typically well off ICD before engaging the next encounter) which would not be possible if they ran into shared ICDs.
Edit – I went ahead and just tested the latter again (since it only takes a couple seconds to do by myself) and they definitely do not have shared ICDs between themselves. Within the first couple seconds of combat I procced both Burn and Protection spamming Crossfire.
I also checked my Moa and observed it triggering its own Protection right after mine, which shows that the ICD is managed by each affected target separately.
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Could anybody who actually tested it give a straight answer how spirit boons work on party after update. Does it give a boon (ex protection)only for one person and then 10s cd(cooldown on spirit)? Or cooldown is on each player (ex 2-3 players can get protection and then get cooldown)?
I run spirits for PvE (0/0/20/30/20) and I can tell you that in Stone Spirit’s case, the Protection ICD seems to be on a per-target basis. This seems to be how all of the spirits work; all players within the radius of the spirit receive a separate buff that grants the chance to proc whatever the spirit grants, and that buff itself has a 10s ICD. You’ll see the buff once the spirit is placed that is your typical square icon (indicating it cannot be removed).
It would be pretty clear if it were on a per-spirit basis, since as soon as you got into a group your own rate of Protection gain would nosedive, but that has not been my experience.
I’m currently using the Super Greatsword but my mainstay GS skin is the Kymswarden.
A lot of world 2 (especially the music) references the game Wizards & Warriors for the NES.
If you do figure out how to access the elite skill inside Super Box Adventure, be warned that you can only use it once per life. At first I thought it was gone for good and I was kinda salty.
It does say it has a 5s CD on the tooltip so I don’t know whether there’s a bug with that or with the functionality, but given the game mode’s throwback game design I suspect it’s a tooltip error.
Can you list which ones are in there for me?