Balance patch will be soon.
https://forum-en.gw2archive.eu/forum/game/pvp/Upcoming-Changes-for-PvP-League-Season-2/first
We’d like to encourage all of you to please keep sharing your constructive thoughts with us so that we can continue to make PvP Leagues (and PvP in general) even better together. From all of us here on the PvP team, we wish you all a happy New Year and we’ll see you in the Mists!
Lets hope that we are heard
and of course pve people too.
(edited by Yashuoa.9527)
Can we do something about them?
-People who are afk most of the game or all game.
-People who lose on purpose.
-People who lose on purpose because they want the enemy to win (for example being friends with the enemy).
-Similar behaviour like above.
There are even people who just plain admit it in the chat of a pvp game,
that they do this.
When they are told what someone thinks about this and reporting their behaviour is being pointed out,
than they just reply with an attitude like how they dont care.
Things like go ahead and make a report kind of replies.
If action is widely taken vs these people, than they wouldnt behave like this.
Probably action isnt taken or rarely, so they know they can get away with it.
This is really ruining people their game experience and its also breaking the rules.
Tbh people like those, should just get one warning at best.
When they do it a second time after the warning, they should get a huge bann or perma bann.
The report system is also lacking.
Where is my report for afk button?
How can you report people who lose on purpose?
Which option to take?
The closest one to covering it is the scamming option.
But does it really cover it?
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Hello,
Could we change the water overload from its current version into one that damages and chills perhaps?Sorta like an old school Maelstrom based on you from GW1?
I believe water overload should remain a condition cleansing and healing overload.
It leaving an icefield and chilling, in addition to condition cleansing and healing is fine.
It chilling while overloading is fine too I think.
Maybe a change could be made that not all overloads become active after 5 seconds, but some become active sooner.
Like water overload.
Air 5 seconds waittime.
Fire 4.
Earth 3.
Water 2.
Or maybe Air and Fire 5 seconds.
Earth 3.
Water 1.
Something like that.
Especially because water has condition cleansing, which has a more on demand need than the other overloads.
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Scepter skills aren’t going to be improved ever.
Anet has stated that they are very cautious about buffing ranged skills with no ranged projectile, that “just hit.”. Scepter Fire 1 and Air 1, qualify (as do skills like air 2+3, Earth 2, and others). Similar skills like Necromancer Axe 1+2 are among the worst skills in the game. Anet fears that a viable skill with this mechanic unbalances the game.
Scepter Water and Earth skills are already really strong paired with focus.
So in conclusion.
Fire: Can’t get a buff
water: doesn’t need a buff
Air: Can’t get a buff
Earth: Doesn’t need a buffFire: Can’t be buffed
Than you can change some abilities to not just hit, for example
like how Glenstorm suggested for lightning strike.
Or in some other way that fixes their problems with just hit.
Fire and Air are able to get buffs as explained with a possible not just hit change and as explained in the thread.
Water and earth need buffs as well as explained in the thread.
Shatterstone is dog and so is the water autoattack.
Earth needs some improvement on the autoattack too and getting more toughness from rock barrier wouldnt hurt either.
Besides, its silly to never improve scepter weapon skills, because that would mean that scepter remains crap for eternity. No point in having a weapon forever in that state.
So it would be more logical to improve scepter into a viable state.
Lightning Strike: Keep the instant cast, BUT add a VERY small delay before the lightning hits, along with a visual indicator that the strike is coming, to allow counterplay, AND increase damage to compensate. Why? Because if S/X Fresh Air becomes viable again, I don’t want people QQing about instant-cast damage spikes.
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Who plays stronghold anymore other than pip farmers? I cant que into a game that’s not vs a 5 man premade. Loved the gamemode, but its being abused currently.
Regardless how much stronghold is played, I would still like to hear people their favorite hero and why its their favorite.
Late happy new year everyone.
Around the start of the new year, Anet will do balance changes.
So lets make sure we are at least noticed until than
and hopefully we get to see some improved proper Gyros.
Late happy new year everyone.
Around the start of the new year, Anet will do balance changes.
So lets make sure we are at least noticed until than
and hopefully we get to see some proper scepter improvements.
Staff ele is not exactly known for its dmg in pvp
Staff ele in pvp is more a support build than a pewpew nuke dps build.
i disagree,
rather strongly.Thats probably with a glass cannon build (~11k hp Ele or so) and every boon and condition possible
actually it was the opening of the fight.
i had 0 boons, they had 0 condis,
6k meteor showers, 5k lava fonts and 4k fireballs are the starting point for a staff zerker ele(and as 2 deal that damage over time you will be hitting with all 3 at once. getting up to around 20k dps at peak performance, they go down, they’re finished instantly.)
is it glassy? as glassy as they get, but you won’t find better ranged nukage,
not only is the damage crazy high, but it covers the entire node and then some,
and thats what this thread is about right?
if you’re looking for nukes, glass staff ele is for you!
Still meteor shower is a long casttime and cooldown. Lava font is a field. Its easier to keep pve targets in a field, than pvp targets. Water, air and Earth lack dmg.
Lots of the staff attacks are fields
and than there is the 11k hp glass cannon mode, which makes you near oneshottable squishy.
For those reasons, for me its not a real viable pvp nuke build (not in conquest and stronghold at least imo).
In there its more of a support build.
I want a build where I can do pewpew dps and preferably with good ranged dmg included that for the majority, doesnt come from fields where targets have stay in for long, for the fields to deal proper dmg.
With nuke I dont mean real life nuke (like a bomb).
Nuking someone down is more a phrase of dpsing/dmging someone down with good dps and/or burst.
So I would like a good ranged dps pvp build.
I think that is fair to ask for a class like elementalist.
Currently we are in a support role as pvp ele.
The melee has been covered too.
It would be nice to have a ranged dps build that is at least viable, to have something else besides support.
I would be happy even with these changes…we have been asking for buffs on scepter for 3+ years now…
Yeah we dont ask for too much with these changes.
Late happy new year everyone.
Around the start of the new year, Anet will do balance changes.
So lets make sure we are at least noticed until than
and hopefully we get to see some improved proper Elite spells.
Who is your favorite hero in stronghold and why?
@ Mashedwarf/Brude
Thanks for the reply.
Sustain.
I believe that we shouldnt have more or equal personal sustain (in a dmg build), compared to builds that sacrafice dmg for it to get it. So as long as that is the case, adrenal health is nice.
We dont want to appear on people their ‘’nerf radar’’. Its better to become strong again, but just fly under the radar.
Blinding fury.
We have other tools like Berserker stance which provide blind immunity too and if you combine that with blinding rage, the 20sec internal cd will be almost done. That is why I made the comment regarding the cooldown.
Peak performance and Rampage.
I feel the unblockable part is to much on rampage.
Its fine for the other physical skills.
Several dragonhunter traps are blockable and dealing with the traps and such lasts shorter than Rampage (15 sec).
Rampage has swiftness, stab stacks, cripple and chill reduction, superspeed if that new trait of yours is selected, 25% dmg reduction and
all its attacks except autoattack are more than 500 range.
I rather see a bit extra lower cooldown on rampage than it being completely unblockable.
Versatile strike.
There are also Rifle traits in the discipline spec. For both rilfle and non-rifle, an adrenaline on swap was equally good as a minor that you get by default,
but a 300 range dmg attack on weapon swap is mostly good for non-rifle.
Maybe it could do more range if a rifle is equipped? Or something else that makes it equally good for rifle?
The new burst precision.
Yeah it would be nice if more people can give their view on it.
What is the internal cd on heavy armor?
stop looking at traits
warrior need better utility, better skills and better burst skill..not traits..
If you look at the document that he posted, than you can see that the changes in traits improve some of the things you mention.
Burst skill trait for better burst skill (new burst precision trait).
Group wide unblockable for x sec (utility).
Better sustain. Better defences in general.
Anyway, feel free to throw in suggestions for things like non-traits, that you would like to see.
Like in here or in the suggestions for the warrior thread that he posted in the opening post. Whatever is best.
Anyone wanna comment a bit more on the improvement suggestions I made for several Gyros
and on the extra kit on the weapon swap slot, when equiping 3 or more Gyros?
Here is a small addition that would probably solve the whole “gyros keeping up problem”:
Every gyro gets an ability that is a like like rifle #5 except:
- Instant cast
- no damage
- no range limit
- very short cooldown
- no pre/after cast
The gyro will only use this leap ability to get to your character, and only when you are outside it’s effect range.
Would be nice.
Either this or faster Gyros that can keep up, both or whatever works.
Can confirm that the purgy and medi are broken atm. They just wait for their death :/ Well maybe it’s a good thing, since ANet will be forced to work on them, since it’s a serious bug, leaving 2 skills completly useless.
Lets hope that we can benifit from broken Gyros like you say.
It will hopefully make Arenanet have a serious look at all our Gyros.
They will never improve scepter skills.
Lets try get things done with with a more optimistic attitude. You prefer that in your own thread as well right?
Posting suggestions, a bit before the balance patch, might have a higher chance of being read by Arenanet than in other times.
Also the scepter changes suggestions are mostly number tweaks, so it wont be all that difficult to implement them, which makes it more likely to happen as well.
I rather give it a chance to give suggestions when we are nearing the balance patch
and hope that they are being considered,
instead of not trying anything around these times when the balance patch is nearby.
(edited by Yashuoa.9527)
Merry Christmas to everyone.
Lets keep the thread going
.
What do you guys think about it?
https://forum-en.gw2archive.eu/forum/professions/elementalist/What-if-3/first#post5873677
Maybe there could be a trait or something else that makes it happen when you have a scepter equipped?
Edit:I posted a bit more extensive reply in your thread.
Also with question regarding the mobility of this groundtargeted version
I do think that the weapon skills on scepter itself needs improvements first though, before an tempest spec overload mechanic, is changed for scepter.
(edited by Yashuoa.9527)
How would be if the air overload will get an ranged ground targeting option? I mean can it will be an OPiness factor for already viable build like cele staff? Because in my opinion this could be give to a dps build like marauder scepter focus fresh air a chance to be viable, because right by now if you go as marauder Ele near a team fight you insta die and also your game get uninstalled. Actually SF fresh air has like 0 susistain in this meta, and even if hit a full dragon thoot Phoenix combo you are going to not kill anyone, due all this tankyness and protection spamming around. So there is 0 risk about a marauder build to be OP. But maybe it could buff too much cele builds (aka df and staff cele DS tempest).
What do you think about it?p.s.: at january will be a balance patch so, if you guys think too this could be a good idea lets try to make arenanet listen us (lol). This will promote build diversity to the Ele classe, that right by now is only an heal protection spam bot
Maybe we could get a trait that makes it happen if have a scepter equipped? Or only on scepter through some other way?
Btw, currently we can follow a target with Air overload during the overload channel.
How would that work with your ground target more ranged version?
Will it lose that mobility?
I kinda like the mobility.
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Some fair ideas here for the most part. Rebound only seems partly usefull for and extra aura, but at a 75 sec cool down no thanks. I guess it’s more of a team skill to use at a specific time.
The more I think about it the worse it seems as an elite….haha. Come on Anet you can do better.
What do you think about the rebound suggestion of adding a mechanic like a few seconds of infuse light to it/few seconds of invuln if it saves someone from death?
People if you want Gyro changes, NOW is the time.
With changes being made in JANUARY,
especially now is the time to let yourself be heard by the devs.
It will likely have bigger chances now.
Please comment on my suggestions and/or provide some of your own
in this thread.
Lets avoid too big overhauls because those are less likely to happen.
Also Merry Christmas to everyone.
+
why gyros don’t transform into submarines underwater?
Haha :P.
Great tweaks, I would like to see them happen!
Small changes that could make a big difference.
Gyros need it
Thanks.
I hope that we see some Gyro improvements in January.
Nice to see that several suggestions from people, from the Suggestions for the warrior thread,
have made it into the document.
Like:
Document.
Looks nice. Well done.
However at some traits, stuff like internal cooldown the number of chance% for something to happen are not specifically listed.
Maybe you could add those?
Adrenal transfer and Adrenal health.
Sustain through traits like Adrenal transfer and Adrenal health.
Cool to gain health based on gaining adrenaline and on hitting with burst finishers.
Signet mastery.
Nice anti block group utility.
Burst precision ignoring boons.
Time for those burst finishers to count.
They are a really important class mechanic after all and they shouldnt be drowned in all the dmg reduction boons that are heavily flying around nowadays.
This trait can help battle that.
Merciless hammer.
Good that hammer has been given more identity.
Reinforcing mace.
Mace been given more identity and nice synergy with the Heavy armor protection trait. What is the internal cd on Heavy armor?
Inspiring battle standard.
Cool addition. We throw standards in people to finish downed foes after all,
so why not battle standards. Nice.
Powerful synergy
Nice change that makes it work for all blast finishers.
Not so fast.
Intersting way to get some superspeed.
Blinding rage.
Some nice blind protection.
Maybe bigger internal cd?
Dislike:
Merciless hammer.
I think that boon removal shouldnt be 50% on all hammer attacks, but rather be 100% removing x boon(s) on one/some of the 5 hammer spells for example. That way its more reliable. Whereas 50% if lucky, could make it overkill or unreliable if unlucky.
Peak performance.
Isnt this way to strong on Rampage?
Mind over matter.
Too strong imo. You can fill up the interal cooldown of mind over matter by doing mind over matter, healing signet, berserker stance and than mind over matter again.
This adds up to 6+6+8+6=potential 26 seconds of conditions not really harming you.
Unsure:
Burst precision.
I like the new Burst precision, however I am not 100% sure if it going through stability is okay as well, because some of our burst and primal burst finishers have interrupts on them.
Meaning we could interrupt someone with several stacks of stability.
Necro’s can corrupt boons, so warriors getting this new burst precision maybe doesnt have to be a problem, but I would still like to bring it in as a point of discussion.
Like raising the question wether stability should be excluded from that trait or not.
Versatile strike.
Why remove the adrenaline on swap and what is the range of Versatile strike?
Sustain.
Wont our sustain be to high now with Adrenal giving 6%-8%-10% on our finishers?
Doing finishers will especially happen often with Berserker spec.
Maybe the heal numbers need to be a tad lower?
(edited by Yashuoa.9527)
Thanks Rauderi and Vaelen.
How about a third weapon slot? After all, Warrior is a weaponmaster…
Cool idea. That would be awesome.
Either for base war or for a new Elite spec.
F3 could maybe be the button to swap to your third weapon.I would put the third weapon slot as a class mechanic.
As a lot of people here in the forum suggested, we should have more than just a burst damage skill on the F-buttons, such as Stances, Heal, or a third weapon slot.
For example it could be like that:
1° bar of adrenaline: third weapon slot
2° bar of adrenaline: heal
3° bar of adrenaline: Burst skilland so on…
So you would only be able to use a burst skill on 3 bars of adrenaline?
… It get’s better.
Other player’s skill levels with other classes and elite’s increase. We are… outclassed by a mile.
Nuff said
What do you mean exactly?
That warrior players dont play warrior much atm due to the state they are in
and therefore dont improve with the class and elite much in comparison to others?
That doesnt have to be true. There are players who still play warrior.
There are players who play multiple classes.
Besides, playing something underpowered like warrior atm can influence your skill lvl actually really well because you can get pushed to get a lot out of the warrior due to its underpowered state atm.
Which can benifit you greatly when warriors gets improved/brought back into line with the others again.
Whereas a player playing a really powerful spec could get possibly carried a bit by it, which could push the player less (and thus improve less).
Not saying that someone on a powerful spec cant improve a lot btw.
That is of course possible too.
I am just bringing in some nuances
.
Stay stalwart my Warrior brothers and sisters, keep your weapons sharp and your wits sharper, we will transverse this mountain and come out as the Kings and Queens we all know we are, who’s with me!!!
LET ME HEAR YOUR BATTLE CRY!!!
/ROAR
This should be our warrior theme song
https://www.youtube.com/watch?v=r6WVb6rXnkE
Congratz.
There are a lot of different versions of the Celestial Avatar druid.
Could you share which 3 specs, weaps and such you find most effective and why?
It actually does copy all boons, the ones listed on that page are just the potential boons that can be gained from the signets passive effect. Of course this makes the gutting of heat sync seem even more unreasonable, since if the problem was the super strong boons like resistance and quickness, ele doesn’t have access to either of those while mesmer can have insane quickness up-time, and a solid amount of resistance, and can still have perma protection with just staff and chaotic dampening.
Okay thanks for clearing that up. I havent tryed Mesmer with signet of inspiration much. I knew they could give quickness and resistance to allies (without signet), but got confused about the tooltip being able to give more than the ones listed.
Maybe the problem they saw in the old Heat sync was that a Mesmer/other class could share quickness and resistance to an ele and he could share it back?
They could have just simply put a threshold on the boon duration that can be copied. Out of combat stacking? Didn’t it even come to their minds to just put a threshold instead of nerfing it to the ground?
Eg. Only 2s of Resistance and Quickness can be copied. Only 10s of might (limit 10 stacks), fury, protection and regeneration can be copied and whatnot.
I don’t even see stacking more protection as a problem given that Tempests are able to perma share it as long as people stay in range. It’s not like Heat Sync can cover the whole pvp maps. And as stated over and over again, Ele doesn’t even have access to Quickness and Resistance.
Even though us Eles dont have access to quickness and resistance, someone could give it to us and with the old Heat sync we could share it back. Maybe they found stuff like that to be a problem if Ele and Mesmer do some pingpong share?
Also it can be that they considere it okay for Mesmer to have stuff like sharing ALL boons, because mesmer dmg is really low in such support builds.
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Make the skills ground targeted for increased accuracy.
Would be nice.
Some additional changes:
Water.
Tidal wave knockback should happen faster.
It has quite a big delay.
Air.
Cyclone should have a larger pull range than 180.
That is to small. It should have 360 or more.
Lightning orb lower cooldown.
(edited by Yashuoa.9527)
I think it’s hilarious mesmers have a trait that copies all boons on 30 sec cd, but Heat sync got nerfed cause apparently too strong.
Not all boons, but they can copy a lot of boons with it.
Besides the trait they have an utility spell called signet of inspiration, which shares boons too
https://wiki.guildwars2.com/wiki/Signet_of_Inspiration
I don’t think it would have been too strong at all. If your team stays within range of earth overload you can easily give them permanent protection, and near permanent protection through regular shouts and auras if they kite around the point more. Tempest never had much mightstacking compared to D/D ele so I don’t think that would have been broken, and it would have given armor of earth a new lease on life.
So yeah, why nerf this skill, if you can already permanently maintain protection on allies, the boon that this skill was most likely nerfed in the first place for?
I dont think that perma protection was the problem.
I found a thread where Arenanet mentions the change to Heat sync and why:
https://forum-en.gw2archive.eu/forum/professions/elementalist/BWE-3-Tempest-Specialization-Changes/first#post5491455
Quote:‘’note: Heat Sync is currently over-performing in its ability to spread all boons to allies. We’ll be looking to narrow down the boons it can spread, to just the Might boon, in order to keep its purpose more clear.’’
and around that time where players discuss the change:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Please-don-t-change-Heat-Sync/first
Seems that boons like quickness and resistance where the problem.
If so, they could have just removed the boons that they considered to strong like quickness and resistance.
They could limit it to might, fury, regeneration, and swiftness for example, rather than only might.
Those cant be a problem right?
Preferably a few more boons than those though.
The reason why they reduced it to only might was ‘’to give Heat sync a clear purpose’’.
Well it would still have a clear purpose with more boons than might .
As said, they could just remove the boons that are considered to strong.
Signet of inspiration from Mesmer has a clear purpose as well and it shares a bunch of boons. So Heat sync can still have a clear purpose as well when it shares more boons than might.
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Like the title says, why was Heat sync changed in the beta?
In JANUARY, Arenanet is gonna do balance changes right?
Lets make sure we are visible well with our suggested changes (remain on frontpage and such).
The better our chances are to be heard.
(edited by Yashuoa.9527)
In JANUARY, Arenanet is gonna do balance changes right?
Lets make sure we are visible well with our suggested changes (remain on frontpage and such).
The better our chances are to be heard.
(edited by Yashuoa.9527)
I’ve honestly only seen Rebound work once and the next hit I was down again. What a lousy design considering the game has been out for 3 years. I can’t believe they couldn’t come out with something better for a class that has so much gameplay potential.
Ice Bow should have been made an elite instead of getting nerfed. Tornado should be ground target or at the very least reflect projectiles. FGS needs a damage boost because it has no defensive skills. The Elemental should be permanent until killed, like a ranger pet, and it should have more hp, the animations should be way faster.
Especially agree with bold.
Rebound could actually work really well with a small change as suggested with something like a few seconds facet of light/invuln effect added to it.
In JANUARY, Arenanet is gonna do balance changes right?
Lets make sure we are visible well with our suggested changes (remain on frontpage and such).
The better our chances are to be heard.
(edited by Yashuoa.9527)
Arenanet wants to bring balance changes in JANUARY right?
Lets make sure that our warrior suggestions are shown well.
By that I mean, those things should translate into
the thread being at the very least very well visible
(front page, thread remaining active and such).
(edited by Yashuoa.9527)
Thanks for the info.
Those Guildwars2 Christmas drinks that can cause intoxication, are they useful for something?
I dont care about my screen going all wiggly and I saw that I can get quite some money for them on the trading post, so I sold them.
Still I would like to know if they are useful for something, so that I know if it would be worth it to hold on to new ones that I get.
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Not really sure about that Gyro Kit. Personally, I’d like to see Reconstruction Field be a Stun Break and have Bypass Coating AoE cure Immobilze (and/or cure Crippled and Chilled too). And yeah, maybe turn Shredder into our DPS Gyro. And I would love it if Chemical Field stripped boons too.
Also, I’m not sure about putting blast finishers on Gyros because of Final Salvo, I feel like they would bug out at trying to Blast a field and drop one down at the same time. I like your ideas thoughThanks.
Yeah Bypass coating curing immobalize and/or cure crippled and chilled too would be nice. It would make it more different from the Slick shoes toolbelt too.
I am not sure about a stunbreak on a healskill. Could you elaborate on that?I meant the Extra Kit, sorry for the confusion and I had to put the Stun Break somewhere, but seeing that no other heal Stun Breaks, maybe giving it to Spare Capacitor or Defense Field would be more sensical
Thanks clearing stuff up.
Through the opening post suggestions there would already be stunbreaks on all Gyro toolbelt skills except the Elite Gyro and the heal Gyro toolbelt. Wouldnt that be enough?
Not really sure about that Gyro Kit. Personally, I’d like to see Reconstruction Field be a Stun Break and have Bypass Coating AoE cure Immobilze (and/or cure Crippled and Chilled too). And yeah, maybe turn Shredder into our DPS Gyro. And I would love it if Chemical Field stripped boons too.
Also, I’m not sure about putting blast finishers on Gyros because of Final Salvo, I feel like they would bug out at trying to Blast a field and drop one down at the same time. I like your ideas though
Thanks.
Yeah Bypass coating curing immobalize and/or cure crippled and chilled too would be nice. It would make it more different from the Slick shoes toolbelt too.
I am not sure about a stunbreak on a healskill. Could you elaborate on that?
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Gyros are not well received in general.
To get changes for the Gyros and make them more useful and more liked,
I think the best way is to mostly come up with minor tweaks, like number changes.
This would make it more likely that our suggestions are heard and considered.
Here are some suggestions:
All Gyros:
They all should have super speed and/or always be able to keep up with your movement (maybe with the exception of Sneak gyro).
The self destruct part should be instant.
All of the Utility slot Gyro toolbelt skills should break stuns (meaning excluding the heal skill and Elite skill toolbelts).
Purge Gyro:
Change its toolbelt Chemical field from only a poison field, into a poison field that removes x number of boons and/or conditions on activation (it would still have the poison dmg).
Make the Purge gyro purge more frequently.
Make it purge 2 conditoins on activation and 1 condition every second afterwards.
Shredder Gyro:
Change the finishers from whirl finishers into blast/projectile finishers or make it just do whirl, blast and projectile finishers at the same time.
It should go crazy on the shredding
.
Bulwark Gyro:
It needs to take as much dmg as the Engineer/people who it splits dmg with
and not way more due to its lower defensive stats.
Extra Kit:
When equiping 3 or more Gyros, you can equip an extra kit in the weapon swap slot.
Please share your views on this and feel free to add stuff of your own.
(edited by Yashuoa.9527)
Maybe me suggesting a gyro kit like this was not the way to go.
It is not likely to happen I think, because it would be complicated to implement with the different shared cooldowns (new mechanics) and with which toolbelt will be displayed and such.
Also complicated for new players to understand.
Some changes like number tweaking would be more likely to be heard and implemented.
It was interesting to read some of your stuff,
but I am gonna try make a thread from a different angle (with mostly number changes).
Freel free to continue in here though.
Arc Lightning: DRAMATICALLY reduce cast time AND increase damage. The damage coefficient on this skill is pathetic even for an auto-attack.
Lightning Strike: Keep the instant cast, BUT add a VERY small delay before the lightning hits, along with a visual indicator that the strike is coming, to allow counterplay, AND increase damage to compensate. Why? Because if S/X Fresh Air becomes viable again, I don’t want people QQing about instant-cast damage spikes.
Nice.
It will be more dmg and it has a qq prevention change
.
I would prefer the cast time of dragon tooth shorter. Some kind of fire and forget AE denial. Will rarely hit in 1:1 but is a threat and can be used in point fighting and wil lbe better in PvE. If you make it hit more reliable in duels it can become to powerful. When i can land this after a knockdown, my target is usualy done …
The bold is probably because it is a fight between glass cannons in wvw/duels right?
Than Dragon’s tooth would not be the main reason for targets dying fast.
The main reason would be two targets fighting each other with glass cannon builds.
They would also kill and die fast if none of them was a scepter ele with a new Dragon’s tooth.
From what I read, people want Dragon’s tooth to be more reliable to hit a target with.
Whereas your suggestion as you say yourself, would make it rarely hit.
Which is the opposit of what is wanted.
Besides, why would reduced delay not be good for pve? (I dont mind a bit shorter casttime either btw).
The suggestions about a Dragon’s tooth with reduced delay, as suggested in this thread, can be good (imo better) for all the situations you mention.
Personally I dont mind that much if its ground target or not. I do think that ground target gives you more options, so its preferable.
To be more clear Ill quote something from earlier in the thread.
Without a cc used, the delay is so long, that people can just walk out of the radius in time without a dodge. That is how long it is.
If it had a much shorter delay, than that would make it more viable.
That way, people would have to dodge/use defensves or eat the Dragon’s tooth
and if they dont break a cc, you could hit them reliably.
(edited by Yashuoa.9527)
Some interesting ideas mentioned with the Fskills, stances and adrenaline.
Although there are 5 stance spells though. What should happen with the ones that are not chosen as Fskills?
Maybe we could get additional with Fskills, but the stances can remain utility skills?
The Fskills could maybe fill up more specifically what warriors really need.
Anyway maybe post it in the thread in the link below?
Its a thread about warrior suggestions that is getting large.
Lvling to 80 atm but I am not 80 yet.
So far I have been lvling with a powerbuild and wanted to change things up a bit and lvl some as a condition build. I lvl with my younger bro. He is a Warrior. I am an Engi.
Now as far as I know, conditions cant crit (at least not in pvp which I usually play in this game and from what I know it cant crit in pve either).
I was searching for some condition gear on the trading post to buy and all the condition gear has precision as well.
But precision is more or less useless for a condition build right?
Unless you have some stuff that procs something on crit.
However even than is it not really an important stat to have compared to other stats beside condition boosting stats right?
In the Firearms spec are some traits that cause bleed and burning on crit.
Sharpshooter and Incendiary power (10 sec internal cd on the latter).
Still it feels a bit odd seeing precision on those condition dmg pieces in the trading post.
I havent bought some yet because of it.
Isnt the fury boon and some crit from traits and such enough for traits like Sharpshooter and Incendiary power (especially with 10 sec internal cd on the latter)?
Also would a condition build be okay for lvling or will it just not come in handy because stuff often dies very fast while lvling?
People have been suggesting these exact changes for months now. Nothing significant has been done by Anet. Regardless, I offer my suggestions yet again.
Flamestrike: Reduce cast time and aftercast.
Dragon’s Tooth: Slightly reduce cast time.
Phoenix: Excellent skill as is, no changes.
Ice Shards: EITHER increase damage slightly OR add on-hit healing OR short-duration Vulnerability OR short-duration Chill.
Shatterstone: EITHER simply reduce charge-up time, OR make it pulse Chill and Ice field while charging up, and slightly increase cool down.
Water Trident: Good skill as is. I would like to see it knock down moving foes like the original GW1 Water Trident did, but no changes really needed.
Arc Lightning: DRAMATICALLY reduce cast time AND increase damage. The damage coefficient on this skill is pathetic even for an auto-attack.
Lightning Strike: Keep the instant cast, BUT add a VERY small delay before the lightning hits, along with a visual indicator that the strike is coming, to allow counterplay, AND increase damage to compensate. Why? Because if S/X Fresh Air becomes viable again, I don’t want people QQing about instant-cast damage spikes.
Blinding Flash: Good skill, no change.
Stone Shards: Decrease cast time, increase projectile speed and decrease aftercast.
Rock Barrier: Increase speed of Hurl projectiles.
Dust Devil: Increase projectile speed.
I’m not going to hold my breath though.
The list glen postet is about what scepter player want. For Shaterstone i would simply increase radius significant. So it is hard AE denial.
You want shorter casttime on Dragon’s tooth AND shorter delay?
Only shorter casttime?
Only shorter delay?
Because the long delay of Dragon’s tooth is the main problem in pvp.
Even if you follow Dragon’s tooth up with a short cc, there is still time for people to get away in time.
Without a cc used, the delay is so long, that people can just walk out of the radius in time without a dodge. That is how long it is.
If it had a much shorter delay, than that would make it more viable.
That way, people would have to dodge/use defensves or eat the Dragon’s tooth
and if they dont break a cc, you could hit them reliably.
Edit:
somehow accidently double quoted Wolfric.
Removed one quote.
(edited by Yashuoa.9527)
Staff ele is not exactly known for its dmg in pvp
Staff ele in pvp is more a support build than a pewpew nuke dps build.
i disagree,
rather strongly.
Thats probably with a glass cannon build (~11k hp Ele or so) and every boon and condition possible, on a 30 sec cooldown spell with 3.75sec channel, which doesnt even make every meteor hit if its single target.
Sure the dmg in that gif is nice, I wont deny that,
but looking at the wink you did, you probably know well what I mean with that staff ele in PVP is not a pewpew dps build.
Staff ele can do good dmg in pve, due to targets behaving differently than pvp targets.
You can keep them in your fields/areas better for your aoe to take full effect. Pve is more stationary.
In pvp this doesnt really work out, due to players you fight behaving differently and therefore staff ele arent really a pewpew nuke dps build in pvp.
Besides pewpew nuke for me is more about player targeting, rather than ground effect aoe.
Having slightly higher aa on fire and air, and dragons tooth casttime reduced, would come a long way imo. Currently im using fire offensivley n def in duels by casting the tooth on me when the guy gets close before i swap out.
You mean faster autoattack on fire and dragon’s tooth delay reduced?
Than it would indeed go a long way.
The autoattack on fire being faster would help more than the dmg being higher I think (or both could be done).
The long delay on Dragon’s tooth is the main problem part of the ability which makes it to difficult to hit with. Way more so than the casttime.
What does the bug do?
I wouldnt say no to better sustain either.
Warriors should be tough fighters tbh.
Yet they feel like one of the squishiest, without having stuff like monster dmg and great group tools, to justify the squishyness.
Talking pvp pov here.
You cannot block traps.
They are UNBLOCKABLE.Running through them with blocks will kill you.
I would not call them patheticly easy to counter but it sure makes a difference if you know some methods that help vs them.
Only 1 trap (test of faith) is unblockable. The rest can be blocked easily.
Thanks.
I slipped up about the other traps than.
Still most builds use Test of faith trap, which has the biggest potential dmg and not all builds use Procession blades for example.
So to rephrase the advice:
Dont use block vs Test of Faith trap.
It will get you killed, because that trap is unblockable.
Watch out for dazes on traps.
They can prevent some of your defences that you want to use vs traps.
When I play Daredevil thief I rarely meet people with reveal. Besides, Daredevil thief nowadays is a lot about evading and dodging and less about stealth, compared to pre-Hot expansion Thief.
maybe that’s because people are less likely to use reveals against daredevil?, like you said?
also, it’s not pre-HoT thief. it’s still thief. daredevil hasn’t replaced thief. or, at the very least it shouldn’t have, and hasn’t for anyone who hasn’t bought HoT
I cant call them all thief otherwise you wont know which thief I mean
.
With pre-Hot thief I meant to refer to the time where the Daredevil spec didnt existed yet, so there was no option yet for lot of dodges (through the expansion Daredevil spec).
Thief without Daredevil spec included can indeed be called thief.
Sometimes I find it difficult what to call everything with these new elite specs and new utility spells changing build names and such.
And yeah it would be better if classes with an elite spec included, werent more powerful than without (roughly equal would be better), but fact of the matter is, that atm, most of them are stronger.
When dmg and also area of effects fly all over the place (which can hit you in stealth regardless of reveal), dodges just simply become very valueable.
If you look at the metabuilds than you can see that almost none of them has reveal.
So its not just only people less likely using it vs Daredevil.
Look at my signature – wvw players are players as well – and they’re probably not using meta builds – I don’t, never did.
And yeah, like gray said: if you don’t stealth you won’t notice reveal.
It would be great if “vanilla builds” weren’t deleted with HoT but that is what happend – and what actually happened before.
The reveal stuff is something that made me lose my faith in the balancing team – no matter whether or not “there’s a new thief with perma evades” as that will have to be nerfed at some point if anet is serious about competitive play. What will be left of thief after that?
I never said that wvw players are not players btw.
Also I do stealth as Daredevil as well.
Just less.
Maybe it would be good to reduce the reveal duration some like Martin said?
Or some other way that tries to find a good balance between stealth and counter stealth (one side not being to strong compared to the other).
(edited by Yashuoa.9527)
I’m revealed by all professions that have reveal – please don’t come with the “but no one uses it” stuff =)
What I mentioned about reveal is true.
If you are revealed constantly by all professions with reveal, than you play often vs players with odd non-meta builds.
I find that unlikely as most players I meet use their stronger builds/meta builds often and those usually lack reveal.
When I play Daredevil thief I rarely meet people with reveal.
Besides, Daredevil thief nowadays is a lot about evading and dodging and less about stealth, compared to pre-Hot expansion Thief.
You cannot block traps.
They are UNBLOCKABLE.
Running through them with blocks will kill you.
I would not call them patheticly easy to counter but it sure makes a difference if you know some methods that help vs them.
Please show your support for Scepter in here.
Comon ppl, dont give up on changes.
Yeah well, Eles basically never had an actual ELITE skill to begin with.
From the official site: “[..] customize your character by earning a wide range of racial skills, healing skills, profession skills, and devastating elite skills as you play.”
From the wiki: “Elite skills are especially powerful skills designed to be used infrequently and have a dramatic effect on the tide of a battle.”
Not a single elementalist “elite” skill in the game fits that description; heck, running on my human ele in WvW I’d rate Reaper of Grenth higher on the impact-on-the-tide-of-a-battle scale than any of my actual class “elites”.
So, more than 3 years after the release of the game, and the devs just having introduced our new “elite” skill which, quite frankly, managed to beat even or prior “elites” in terms of oh-man-why-do-i-have-to-pick-an-elite-skill-just-let-me-have-a-4th-cantrip-pls, what exactly do you expect people to do? Give feedback and propose changes while Karl sits there, genuinely amused with his comrades all thinking “lol look at those fools believing their class deserves an actual elite skill, go on boys, had a good laugh”?
I hope you dont really believe that they have a laugh and such.
But yeah, it can be really demotivating and give the impression that they dont care/dont want to change it.
Maybe Karl wants to do changes, but doesnt decide on his own if this happens or not.
In other words, someone else or others, might overrule him.
I would find that more likely.
I dont get the impression that quickness makes them faster (does it?), however, slow does seem to make them slower.
Thats kind of unfair right?
Either make quickness not make them faster and slow not make them slower, or allow quickness to make them faster and slow to make them slower.
Imagine if thieves were the op profession. Every team would have a couple of thieves. You wouldn’t see any fights. A thief could easily unstealth for 5 seconds, down a visible player stomp then stealth again. Maybe theres a good reason thieves are on the bottom rung.
Every single profession has reavealed and also has potential of stealth.
And also have enough burst damage to down thief while they are out of stealth.
Not true.
The problem for thiefs atm is NOT reveal and stealth on other classes.
Hardly anyone has it in their pvp builds.
Scrapper engineers play with Mortar mostly and wont have the reveal trait/spells either.
Most Heralds revenants play mallyx/Shiro and wont have access to it, since its a melee reveal in Glynt.
Dragonhunters dont use the reveal trap.
Druids dont play with their reveal spell either in their main builds.
Thiefs main troubles come from other things than reveal atm.
Thiefs dont have reveal.
Warriors lack it as well.
Necro doesnt have it.
Ele doesnt have it.
Mesmer doesnt have it.
So over half the classes dont have access to it in some way.
Many builds dont have it in their current pvp build (more or less noone has it in their current pvp build, because almost noone uses stealth atm).
Regarding stealth.
Necro doesnt have stealth.
Warrior doesnt have stealth.
Ele doesnt have stealth.
Revenant doesnt have stealth.
Guardian doesnt have stealth spells or traits (only through a particular rune, which is not an ideal choice).
Roughly half the classes again (unless you count leaping and blasting into smoke fields, which only thiefs and druid with smokescale pet provide in their pvp builds currently)
Druids dont use stealth in their current builds (a little bit from smokescreen + blast finisher from Smokescale pet).
Engineer scrappers have stealth access but usually dont have it in their current builds.
Mesmers have stealth access but the current Chronomancer builds dont use it.
Thiefs have stealth and still use it, although less with all the Daredevil dodges.
So some classes having stealth and some reveal is not the main Thief problem atm.
Lots of classes are bunkerlike atm, so they dont actually have a great burst,
but dmg has gone up for some by a lot,
like for necro and guardian for example
and than there is the new class Revenant.
Classes in HoT have new builds and spells through which they can defend themselfs better vs Thiefs nowadays. I think that makes thief less strong in HoT compared to pre-HoT.
(edited by Yashuoa.9527)
