So Courtyard removed, Raid of the Capricorn removed, Stronghold Removed…
We currently probably have less pvp maps than on release 3 years ago.
Why was there only 1 pvp map added with HoT and why did you remove 2 good maps from unranked?
PvE map rewards are so bad, specially in old Tyria, even in Orr random enemies just drop blue and greens. It’s almost as bad as WvW rewards, but in WvW at least there is a challenge. I really miss the old farm events in Orr, these were the best.
In HoT it’s just like Silverwaste, problem is that the random enemies drop nothing interesting.
Anet needs to increase the value of drops in the normal game by like 200%.
Question…
When has a skill ever been changed because it was too strong in WvW?
Ice Bow 50% nerf, it was really 1-shoting people in WvW all over the place… lol
Really 100+ views and no one has any thoughts?
Personally I give up, most of your ideas are things we mentioned already. They just don’t care, we never even have feedback from the last beta weekend.
Yep it is, but it’s the best they could deliver (which is really troubling) in the small amount of time they took to develop Tempest. Clearly it was rushed – even Rebound was completely remade in record time and never adjusted. They removed the might from cantrips to give it to fire overloads (else fire overload would be completly worthless), powerful auras overlap the shouts (what a bad design).
Have you seen a fight between 2 tempest ele? It’s the most boring thing ever. There is so little damage going on that you can have a discussion while fighting.
With Staff it’s even worse because the overloads don’t make any sense at 1200 range.
Dodge….dodge? No? I guess not.
If you had dodged the attack which is slow and plodding by the way, how much damage would it have done?
The damage spike is a reward for the player blocking an attack.
It’s not a question of dodging. No skill should 1-shot you if you miss or cant dodge, specially not on a 3 second cooldown (2+1 casting). You can’t dodge all the time anyway when there are unblockable fields from mesmers and you can’t even see the skill on the ground half the time. It doesn’t do a big red circle on the ground like a Ice Spike or Meteor, and even then an average super-high crit of an Ice Spike (6-7k) is less than half that of Coalescence of Ruin yet you can still “dodge” it (its way easier to dodge).
Even the sound is delayed and comes out after you get hit.
The damage is insane, its 3-4 times more than the average high-crit spike from other classes. This is what must go. It’s just game-breaking wrong.
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There is nothing more frustrating in this game right now than being in a large zerg fight, [/cut]
you deserve everything that happens to you.
Whats your point? That WvW shouldn’t be WvW? Or that a 17k hit on a 3 second cooldown is no big deal? Looks like you are just here to troll. Everyone knows Coalescence of Ruin is broken.
the point is, leave the zerg and l2p
We’re talking here about a skill that instakill people with 1 hit and you come here with your biased opinion about how the game should be played. You just want to roam only, fine, but if you think large scale battles do not belong in WvW then you’re just playing the wrong game. But besides that you also have the condescending view that fights between large group are just the result of people karma training when the reality couldn’t be further from the truth.
You’re off topic anyway.
There is nothing more frustrating in this game right now than being in a large zerg fight, [/cut]
you deserve everything that happens to you.
Whats your point? That WvW shouldn’t be WvW? Or that a 17k hit on a 3 second cooldown is no big deal? Looks like you are just here to troll. Everyone knows Coalescence of Ruin is broken.
Revenants in WvW doing 17k Coalescence of Ruin 1-shotting every light class and Anet meanwhile is nerfing auras visual effects. Like seriously it seems someone at Anet is reading the priority list upside down.
From anet management: CoR will get nerfed when all those free account idiots buy HoT, and not before.
Full zerk hammer rev is just stupid OP right now, especially when you have a decent-sized zerg to protect you. I just laugh when my well-placed CoR lands smack dab in the enemy’s backline and crits multiple players for 16K each. If I see an allied player go down to a CoR, I don’t bother trying to rez because I know I can’t get him up AND get a dodge off in less than 2 seconds.
I’m sure everyone knows this by now, but the biggest protection from CoR is terrain. CoR only hits dependably on PERFECTLY flat terrain. I’m talking laser-leveled rice paddy flat. The slightest incline or decline in terrain in between you and your target, and CoR just kinda disappears.
There is nothing more frustrating in this game right now than being in a large zerg fight, doing all your stuff at full health, and getting instakill by someone who just presses 1 key abusing a skill/trait that evidently Anet completely forgot to balance properly.
This isn’t a balance patch item, it’s a bug level unintended behavior and should be fixed immediately.
I’ve been running an auramancer build and have found that my auras are simply just overwriting themselves when I cast one that’s already active. This kinda sucks.
For example, say we have magnetic aura, there’s a bunch of different ways that tempests can get this aura going, and sometimes I can’t keep track of when the last time my Trait method procced, so I’m stuck with wasting some uptime on my magnetic aura.
Another example, say we have an ice field down, and you’re going to go for a leap to get 5 seconds of frost aura, well someone decides that right after you land that they’re going to blast it and give everyone in the area 3 seconds of frost aura, now instead of 5 seconds, you’re down to 3 seconds.
IMO: Auras should stack in duration instead of replacing the existing one with the latest version that was cast. This would make it quite a bit less of a headache on keeping track of your lightly flickering auras that are barely even visible now.
It’s by design, they actually did this half-way through the beta weekend and thought it was a good idea.
Coalescence of Ruining the game with 1-shot skill on a 3 second cooldown.
That’s what it is, but the main problem is the trait that doubles the damage.
that traits needs to be nerfed by 80% to be like any other damage modifiers at 20%.
Then the skill itself needs to be nerfed by 15-20%, because it’s too much spike damage for a range attack.
It would be the shock aura that is no longer visible.
The 17k hit is due to a trait called Cruel Repercussion. The trait is on a 15 second cooldown and adds 50% damage to an attack after an attack is blocked. The trait needs to be redesigned because it creates these silly damage spikes.
The base ability may or may not need an adjustment, but they really need to do something about the trait first.
Yeah agreed. The trait is a huge part of the problem.
Hi Anet,
Really, I congratulate you with all the effort you put in this expansion.
However some skills are really way too strong and making the PvP and WvW communities rage at this point because you are not fixing them. It’s ridiculous that someone can just press one key and 1-shot another player. Why have you not fixed this the week the expansion was released? It’s just numbers.
Attached is a screenshot of getting hit by a 9.1k Coalescence of Ruin and a subsequent 17.1k Coalescence of Ruin by the same person 3 seconds later.
The 9k hit is tolerable I guess, it’s like the old Backstab damage, but it’s still very high considering it’s done by an heavy class. But 17k hitat 1200 range? It’s just sooo over what should be the max damage of a skill on a 3 second cooldown.
Please balance your game, because this is getting really frustrating.
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I’m having fun, at least now there is a progression system. Not everyone can win all the time.
thats again not the problem. people should be able to win all the time and lose all the time. but the system is made to not do that. its trying to force you into a 50% win/loss
Well that’s inevitable considering that for everyone who wins someone else must lose.
If the system was pushing you toward a 66% win 33% loss then it would need to push someone else into a 33% win 66% loss…
I’m having fun, at least now there is a progression system. Not everyone can win all the time.
I consider Piercing Shard in my judgement of the trait. So far, weakspot is only good because it allows to apply a stack of vulnerability. That is all.
The multi hits ability will not go above 6 stacks. For a grandmaster minor.
Yeah but the 20% modifier only requires 1 stack to work. I mean a buff to 2 stacks per crits would make the trait worth using (or 1 stack but 100% chance) with other lines than water but with all the failed stuff (like our crappy elites and the crippled down fire line) I don’t think it’s on the list of priority by anet.
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So SAB is coming back! Right?
It’s only weak if you’re not running Piercing Shards. If you’re running Piercing Shards on Staff then it’s amazing. Just cast your meteor and attune to water.
It’s only Engineers, Dragon Hunters and Mesmers. I think the other classes are ok in regards to ccs.
Hi there,
I think it would be cool if we had feedback on the total damage of some combo bursts we do. All we would need is a damage meter that piles up the numbers, and it could reset when no damage was done for 1 second.
For example, having a 4,356 Lightning Surge and 3,212 Arcane Wave hit at the same time would display “Damage Burst: 7568”. The Number would really slowly fade away until you do more damage, where it would add up if the damage is done during the next second, or reset after 1 second.
In large WvW fights and PvP it would be really interesting. If you want it to be an eSport than that would certainly make it clearer to see the total burst damage people do.
Can we please get a working Mac Client [Merged]
in Account & Technical Support
Posted by: Xillllix.3485
Woot! Fresh patch this morning, and fresh chance to do my workaround to get download client going.. <sarcasm>
Yup.. it happens every patch. Though this time I had to force quit 3 times and restart it with a browser up to get it going. For some reason I have to have a browser (use firefox) up and running when I restart client, for the patch window to appear on my screen to start downloading patch. Not sure why that is the case, but It’s consistent now.
I wait 5-10 minutes and after then the download usually starts. It’s a new sort of bug that showed up at every Mac update.
You can’t all win guys, what do you expect?
I think the current system makes sense, you have 2 months to rise up the ladder, and only the best organized teams (playing the most broken builds) will get there.
Rebound can work on the caster? What! I’ve never gotten it to work.
Even when it works it’s still useless. It’s not going to turn a battle around, you’ll just die 0.5 seconds later.
What Rebound needs to do is cast Arcane Shield or Mist Form and remove conditions if it successfully prevent a killing blow.
Until it does something like that it will only serve as a crappy delayed aura skill on a epic long cooldown.
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This could all be an elaborate distraction to hide the truth from us:
SAB will never return
@Xilllix
So if arena.net takes the server system from ESO it’s a good thing. We will have a more compact population without the server separation.
Losing the server identity might be bad at first, but I think it will be replaced by Guild identity. There’s no more server SFR vs DESO, it will be the guilds IRON vs VoTF or something like that. Or even a group of guilds vs another group.
I don’t think they have a choice at this point when they have 22 empty Desert Borderland maps while 24 instances are running on their servers. They need to figure out a better system and ESO’s campaign system is the one thing they did right.
There’s a reason ESO RvR failed.
It failed because:
1- Map is too big (it’s about 15-20 times the size of the Desert BL Guild Wars 2 WvW map)
2- unforgiving combat and very high level cap, making the fully geared max levelled players 1-shot everyone and tank everyone (I mean everyone, 1v25)
3- Content impossible to solo, gates and walls have too much health
4- unreliable dodge and unnatural jump mechanic/animation
5- crashes
It had success at:
1- Server system, keeping the maps full of players and offering campaigns of different length.
2- Siege variety
3- sound effects
4- visual effects/optimization
5- 1 player becoming emperor
6- Capture Scroll (like the orb mechanic of Guild Wars 2 but not broken)
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… rooting against programs like pro league is basically rooting against Gw2 growing. When folks come here and rip on stuff like PvP, you’re basically hurting the games ability to grow – and personally I would say shame on you, if you truly love the game, be constructive and give awesome feedback and suggestions: but don’t knock it just cause it’s not PvE.
I don’t think it’s PvE people necessary complaining, but more the PvP crowd that feel this league was started on a badly balanced meta.
First and foremost if they want the game to grow they need to make more than 1 new pvp map per expansion and start listening to the community when they say skills are too strong (like a 21k Gun flame, Dragon Hunter traps, Revenant hammer 2, etc).
I’ve rarely met anyone complaining about combat visibility except in PvE where zergs attack a single foe because it has 5 million HP. I think the team in charge of reducing the visual noise are not been properly guided and perhaps do not understand what skills are important to see.
My thoughts exactly when i saw new effects. Shocking aura also used to have distinct sound effect and not it’s not there as well (same, i think, true about magnetic one). These 2 auras are pretty important and it’s way too hard to see them now, they’re almost invisible. Not good.
I cant imagine how it is now for a ranger trying to guess if an elementalist has his reflecting aura up… Perhaps it’s Anet intention that nobody knows without looking at the buff bar?
Overload earth is also a big offender. I think that they should make that rock that you ride invisible, so that we can actually see all of the important stuff in combat. Then we will have elementalists standing on air! How cool would that be?
Why not, Overload Air already looks nothing like the concept arts. It was way better looking in the beta. Whats going to remain of tempest after all these visual nerfs?
Read his words a few times though. It’s strongly implied.
“There are loads of reasons why HoT was considered for us the first big balance update (and the month that followed it) for this PvP League and we couldn’t do any more balance updates before this one, but the reality is none of them really matter since they are just words. What you all care about is action.”
That’s almost an apology for how bad the balance is.
The subtext of his comments are “we know there are things that need further balance… can’t do it before end of this season… sorry you’ll have to buy HoT and pay attention to the meta builds if you want to win matches” (drops microphone and runs away)
Humm
Remember the Ice Bow nerf? They basically removed it from the game with an overdone extreme nerf and were happy about it. When is the last time you’ve seen an Ice Bow in pvp?
Would Ice Bow be overpowered in PvP today when Revenant hit you for 14k at 1200 range? But hey, IceBow balance was done, Bravo! “claps”
Nothing should be invisible, all the previous auras were better. Anet wasted hours of artist and programmers work to make their game worse, it’s not acceptable. You should know when you hit someone what will be the consequences, else this game fighting system is done for.
It kinda funny, after making them completely impossible to see in battle that they managed to destroy the little audio auras had as well.
Talk about failing; wasting resources to make the game worse.
You can’t even see the auras anymore. Magnetic aura is the one that has had the biggest quality loss, but everything is like on 1% transparency and shaped like eggs.
Like whatever is done just seem so random and without justification. This is going to have a negative impact on gameplay.
I finally got Rebound to work on the 200th use. You know what it did? Nothing.
I didn’t die, then my hp went back up to 2k, and then I died with a simple autoattack.
There is some skills and traits with Tempest that are so badly conceived (trait overlaps and rushed skills like lightning orb that only work on flat terrain) it’s unbelievable that they released it as it is.
I’m sure all our skills are getting a diminution in effect quality at this point, it’s just a matter of time before arcane shield becomes as impossible to distinguished in battle as the other auras..
I remember the days when as an elementalist you actually had build variety and could equip a Berserker amulet. Now even with Maurauder you get 1-shot.
Never seen anyone complain about auras before… Why are they wasting their time destroying visual effects people liked when elite skills like Rebound and Tornado needs to be drastically improved?
My gosh Anet has been going on the wrong direction since HoT’s release.
What they needed to do was balance the game, not destroy the graphics. You wont be able to see the new auras in a group fight. And anyway, they’re just kittening ugly compared to the old ones.
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I hope this wasn’t the “Major Overhaul” because it’s not the improvements we need.
Heavy classes: Warrior’s 20k gunflames, insta kill Dragon Hunter traps,15k Coalescence of Ruin on a 3 second cooldown…
Like what the hell Anet, since when are the classes with the best armor, best blocks and most hp are supposed to also do the most damage?
Balance is such a disaster at the moment I can’t believe Anet doesn’t realize it.
“Coalescence of Ruin: Fixed an issue that prevented this ability from dealing damage at the very edge of its range.” Epic triple facepalm
They should remove the big rock in the northen Garrison area. It would make a good place to have fights but as it is now there is just too much walls and chokes to move well. It creates a lot of problems with the targeting system and skills like Blink or Lightning Flash when you never know if these skills will work.
At the moment in NA:
Tier 1 is alive, EB is always queued and the borderlands have large groups fighting at peak times. It could use more people to fill up the borderlands. We transferred there and so far I’ve had way more fun than in T2 just because we don’t have to search for fights. The PPT mentality is kinda obsessive, but you can find good fights there at any time of the day.
Tier 2 is going well at peak times in EBG but the rest of the day it’s pretty empty
Borderlands are mostly empty all day long and if you find a fight there you’re lucky.
It needs a lot more people otherwise Anet might as well remove the borderlands.
At peak time it has just the same big blobs as T1, but the rest of the day there is basically nothing to do.
From what I hear Tier 3 and below are dying and not a lot of things are happening there except in EBG at peak times.
Yes the game needs a major hverhaul to the population system, but until then I think the best thing would be if everyone just move to kitten and learn to play on the borderlands when EBG is queued… At least until Anet to fix their game mode and population problems.
Raids have more to do with finding 9 other good players than being a good player yourself, which is where it fails.
I thought raids would be large and difficult dungeons with for groups to explore, not a series of boss fights that require you to miss a day of work and take out a calculator to beat.
Coalescence of Ruin goes through WvW walls, not sure if its a HoT bug or a game bug but it would be really important to fix it.
We all already know that the damage on Coalescence of Ruin is “kinda” broken (8000-14000 damage on light classes on a 2.75 second recharge), but to make matter worse the skill hits through WvW walls.
Like seriously how is this not a game breaking bug when you have 2-3 revenants (or more) instantly killing you from up to 1200 range through the walls of StoneMist Castle?
Fix soon please.
Hopefully Revenant hammer and guardian traps nerfs.
That seems to be the most unbalanced stuff atm.