Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
OP is the definition of the Dunning-Kruger effect.
I had to google what that means and laughed hard lol.
I know right the definition alone is an insult itself xD
Did you modify the horizontal placement of your camera? I don’t know if this has any effect on the sound, but maybe?
Nope and whenever I do shift the horizontal position to try it out things like weapon swap sound still come predominantly from the right ear. :/
Hi guys to be honest im not entirely sure if this is a problem with my headset but it doesnt seem to be the case since i can confirm my surround sound works with both ears.
The problem is that I find that with surround sound turned on, sounds that should be coming form the ‘centre’ of the screen are exaggerated in the right ear. This started happening only today i believe and happened once before. Sounds such as the beginning animation for weapon skills and weapon swap for example sound heavily as if coming from the right side.
I tried out using staff #1 on a necro towards a target on the left of my character. The casting sound was heavily emphasized in my right ear but as soon as the projectile began moving the sounds came from the correct direction, as in moving from centre to left.
This is incredibly annoying after a while and quite disorientating if you use the sound telegraphs a lot to fight (I do not believe i have recently changed any settings this randomly started happening today). Other sounds that come purely out of the right ear are UI things like opening the inventory etc.
With the changes to Confusion, are Perplexity Runes worthwhile anymore (in any game aspect)?
Yeah theyre pretty dam good. Havent done extensive testing but at a glance from my combat log, with the 8 stacks I was doing 2.5k with one skill activation + one passive tick
I just had taunt interrupt my Gear Shield, forcing me out of it.
I really don’t understand why they felt this was necessary.
Well same happens if you use wail of doom to be fair because its unblockable
There are other weird things with taunt, we are discussing them on this topic too:
https://forum-en.gw2archive.eu/forum/game/pvp/Taunt-doesn-t-let-you-target/page/3#post5282411
Do you mean it changes your target to the source and doesn’t let you change until taunt is over? Yeah already was aware of that happening but cant remember if it was because a dev said it was intended or if it was just brought up on a stream somewhere by a player.
don’t think it’s meant to make the attacker walk towards the pet – it just makes them atk the pet.
Unless out of range I’d guess.
This and yeah its probably the intended function – ’forces target to walk towards source until in range of autoattack".
On that note, concerning confusion, does the target start autoattacking as soon as taunt is applied or only when they are in range?
Also the reason i brought this up is because of the words on the wiki
https://wiki.guildwars2.com/wiki/Taunt
“Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.”
Just wanted to highlight that it seems that if youre opponent is using a ranged weapon and you taunt them it doesnt make them run towards you because they are already in range for their autoattack and simply stand in one spot autoattacking.
I was under the impression that it was intended that taunt makes the opponent constantly run towards the source.
I havent tested this extensively so if someone could confirm and yeah just wanted to know if this was intended.
I think we should highlight that while we did initially ask for terror to be moved down that was because we wanted the old version of the lingering curses trait where it sounded like all condis would have +100% duration while on the scepter weapon set. But they nerfed the trait AND moved terror down.
Anyone else annoyed at how difficult it is to choose between those traits? I know necro has a lot of tiers in its traitlines where traits are completely redundant when compared to one golden trait that is a must to pick but the situationshould be that there is a must trait to pick depending on the style of your build in my opinion.
Despite there being many reasons not to take the corruption’s reduced cd trait I feel i cant even experiment with it due to terror and while we’re at it also path of corruption trait being there to have to weigh up the pros n cons for.
I dont think anet are even aware that this is an issue, surely we need to make a bit more of an uproar about it.
in WvW Desert Borderlands Stress Test
Posted by: Zetsumei.4975
Terrible idea. EoTM should stay the way it is now.
lol It’s a complete failure now. People don’t even play the objective, they just run around sharing loot and avoiding fights.
It would be much better in a competitive context.
Look at his sig, he is simply terrified they’ll take his champ farm away trying to make it an actual wvw map. What did you expect?
This isn’t nothing new at all, servers making them for golems rush to take/retake things or some troll wasting supply.
If its a faceroll matchup they were probably bored
Here I am thinking doing zergbusting with 18 fps is fine xD cant wait to get my new pc now..
Also please stick to your warrior :P too many cheese longbow rangers around these days.
I can run decently in zergs with 25+ fps the problem is that I see everyone green & red and in zergs I can’t even see the enemies so idk when to dodge, when to AoE, etc
Yeah same lowest settings here. I actually think even after i get a new pc it might be better for me to use lowest settings for zergbusting because it cuts away all the particle effects and leaves the red circles and most basic important telegraphs like clearly seeing where the wells are and statics etc Cos you watch the general momentum of the groups rather than individual skill animations in organised fights. But i wouldnt know until i try it.
If you literally have enemies not appearing on the screen though surely thats a problem with the settings cos culling was taken away from the game but (too long ago cant remember) i think its optional, thats a very important thing to change.
I’m not sure what’s wrong with my guild wars, everything is taking ages to load, I get into WvW I open inventory, it opens but can’t see whats inside unless I wait like 10 seconds, I remember running running around the map and being insta killed because I was apparently in an enemy zerg without even seeing them… (Only saw 2-3 people and they were at a safe distance)
Im really terrible with computers so im hoping someone else can come in and give you advice on whats happening. But my uneducated assumption if your fps is holding strong at 25 would be surely the loading times of inventory and missing people was a problem with your internet rather than computer? Btw are the enemy people darting around or just being straight up invisible?
Also look at this, might help.
https://wiki.guildwars2.com/wiki/Culling
Culling has been removed from WvW in the Flame and Frost: The Razing release on March 26, 2013. WvW players are now expected to control the load on their systems in order to attain acceptable frame rates, by introducing limits themselves, using two new graphics settings:
WvW Character Limit: Five settings from Lowest to Highest. Controls the total number of character models that may be displayed in WvW. The remaining characters will appear as nameplates only. It is assumed that the farther they are, the more probable that only their nameplate will be visible. The exact number of characters corresponding to these settings is unknown.[verification requested]
WvW Character Quality: 3 settings from Lowest to Medium. Controls the number of high quality character models that may be displayed in WvW. Among the characters that are drawn (controlled using the setting above), this setting determines the number that is drawn normally, in high quality. The rest will appear as low quality character models which consume less resources on the player’s computer.
Here I am thinking doing zergbusting with 18 fps is fine xD cant wait to get my new pc now..
Also please stick to your warrior :P too many cheese longbow rangers around these days.
I can run decently in zergs with 25+ fps the problem is that I see everyone green & red and in zergs I can’t even see the enemies so idk when to dodge, when to AoE, etc
Yeah same lowest settings here. I actually think even after i get a new pc it might be better for me to use lowest settings for zergbusting because it cuts away all the particle effects and leaves the red circles and most basic important telegraphs like clearly seeing where the wells are and statics etc Cos you watch the general momentum of the groups rather than individual skill animations in organised fights. But i wouldnt know until i try it.
If you literally have enemies not appearing on the screen though surely thats a problem with the settings cos culling was taken away from the game but (too long ago cant remember) i think its optional, thats a very important thing to change.
Here I am thinking doing zergbusting with 18 fps is fine xD cant wait to get my new pc now..
Also please stick to your warrior :P too many cheese longbow rangers around these days.
Id rather they add something to scepter 2 or 3 because i want to move away from how most necro builds seem to benefit heavily from simply autoattacking (power builds lifeblast for example) or are forced to do so (lifeforce building on staff).
1. Channeling a hero should be interrupted by damage, not just cc
I don’t agree with this at all, it just needs to be better messaged. You want CC skills anyways to interrupt heroes when one does get to your lord room (or as a way to slow them down on the way). So you should never have a build in Stronghold without any CC. Or in a co-ordinated team one person can be assigned the role of interrupting channels and heroes when they pop. Arguably you also want blinds and daze’s and CC if you want to push through guards without archers in a single push (ie. the second set of guards in particular, since if you can get doorbreakers past them you have plenty of time to kill the final set yourself before they get there).
wat
i didnt say that
(Quoted wrong person :P)
Here are the changes that I’d like to see to the next test.
1. Channeling a hero should be interrupted by damage, not just cc
2. Players should not be able to channel while in an invulnerable state.
3. Eles in the down state should not be allowed to run through their base portalBeyond that, this beta was definitely more fun than the previous one.
That has also been in wvw for three years xD good luck.
I tested it in frost gorge and din’t get vulnerability.
Hmm thats weird it definitely happens the goemm’s lab jumping puzzle but as long as it doesnt occur when other players hit me with chill I dont really care.
Even jp’s troll necros…
xD I was thinking this is so typical of necros.. even our own traits hurt ourselves.
It also put vulnerability on yourself when you take incoming chills..
Noticed this on Goemm’s Lab jumping puzzle, easily testable just took trait off n tried it with on. In the jumping puzzle the environment is chilling me at some point n noticed the three vulnerability stacks get put on me ¬¬.
They’re w*oring you out for influence, also commonly identified by if it’s a 200 man guild. Just a heads up, influence can be converted to gold.
Most people complain that there is too much PvE in WvW currently.
ANet’s response, new WvW maps with even more PvE.
Doesn’t make any sense.
Whats less PVE? No mobs? Should also remove siege then? And delete all the objectives as those are Environment too, right?
So we just need a 80v80v80 blobfest on a flat terrain?
WvW is always about objectives and creating a ‘sandbox’ for everyone to enjoy. Be it roamers, havoc groups and blobs.
No, varying terrain (like that is shown to be done well in the new map) is exactly what the for fights community want them to spend almost all their time on. What no pve means is the environment artificially interfering with fair fights. For example like I suggested making all mobs keep their character models but making them ambients. Also while the idea behind crippling large zergs so slow their movement around the map is nice on paper, if this occurs on large parts on the map it could interfere with small scale fights, being perma crippled in a 1v1 is a death sentence. Other examples are the automated cannons in eotm making absolutely huge areas of the map a no go zone for solo roamers and even when the cannons are mine I don’t like having the huge advantage in my fights. Hopefully you’re starting to understand what I’m getting at.
If they want mobs for scenery they should just make them all ambients while keeping the character models the same it’s a win-win. Also on that note for us poor necros, I wanted to ask are there sufficient amounts of ambients along the road in the new map (for building life force) of the same density as the alpine border map?
(edited by Zetsumei.4975)
Hugh, can you do something about the fact that defenders hiding inside their base can hit your NPCs by aiming AOEs at the door?
I don’t mean they’re standing on top of the walls or something, they are standing behind their gates, where the attacking players cannot see or target them, aiming their AOEs onto the gate, and whatever is directly adjacent to the the gate on the other side of it is hit too. The gates are basically permeable by aoe damage skils. This also happens in Foefire, though it’s not as big a deal there.
I just had a game where a single elementalist hiding in his lord’s room took down Grymm Svard just by aiming lava fonts at the inner gate! I think it’s pretty broken that NPCs can be taken out with no risk at all to the defending player (since they’re directly behind their own gate and can’t be hit in any way by attackers). NPCs are the only way to get into the gates, so once this becomes common knowledge heroes who need to move into melee range with the gate to hit it will become useless, and a lot more games will end up as stalemates.
It’s been in wvw for three years xD
So I just queued solely for stronghold and got put in a conquest map.
Oh and while you’re at it.. I have seen warriors go entire matches not fighting with anything but rampage, the cheese dare I say it is beyond longbow rangers.
Spamming skills has never been so punished.
This. This so much and that’s why I like the idea of rev and its why all the players are asking for weapon skills to not require energy.
Yeah the community can’t seem to understand that rev isn’t doing great in the physical dps department because it’s missing it’s dps legend and trait line.. and they are also in the middle of throwing a tantrum because they couldn’t manage their energy resource well after playing it for 5 minutes.
Sure, let’s start:
1) Revenant has no way to negate being focused. Even with the current support trait lines, you die instantly to focus fire.
2) Everything is super slow and has a big wind-up. Getting a skill off without being interrupted is a miracle. You’re currently forced into builds with stability since you won’t even be able to heal yourself without it.
3) Damage and condi application are way too low. The only way to defeat someone is to put their condis back on them — something that’s very unreliable due to the short range.
4) There’s no synergy between trait lines. With every other class, you can pick any 3 trait lines and they will have synergy. Revenant needs a big rework to create synergy and actual builds.
5) Revenant mobility is also non-existent. Keeping someone in a fight, or running from a fight is just not going to happen. Revenant needs a CC/snare, pull, or more reliable teleport. The only way to follow someone is axe #4 which misses too often.
You’ve basically just described Necro..
Imagine a necro without fear and the 2nd hp bar, with less utility skills and much less dps. That’s the revenant right now. Also, necro has way more synergy in the trait lines, more ways to escape (fear wall/spirit walk/wurm teleport) and more ways to close the gap (path of corruption, lots of cripples/chills, spectral grasp, golem charge, etc). Revenant needs similar skills to be even remotely competitive.
Please.. don’t try so hard to act as if they aren’t facing exactly the same problems.
Lets start shall we. Rev have the equivalent of fear in taunt. If we’re going to so ignorantly call shroud a 2nd health bar (lol) let’s label rev as having two heal skills. Rev only has less utilities because of the missing legend. Rev only has less physical dps because it’s missing it’s physical dps legend. What are these synergies that work together so much better than rev’s? Spectral wall and spectral walk do not count as disengages at all.. Chills and cripples completely fail at closing the gap now thanks to the change to movement skills (leaps etc) path of corruption is one of the slowest and most obvious projectiles in the game not to mention the obstruction issues. The golem decides to spectate your fight without interfering 50% of the time and again obstruction issues, he can’t get over pebbles.
Yeah was gonna say the only legends out are tank, heal and condi. So if you want to see some dps you should be making a condi build. You can speculate condi n tank with carrion amulet or condi n heal legends with settlers, try that.
Well looks like choxie got invited too, I’ll watch his pov. At least they actually invited some wvwers here n there.
Anyone know any youtubers or streamers that have uploaded footage of the stress test?
ok lol even though rampage does a better job than lich now and they can stomp in it, all while having a viable proffession
Well actually the technique or habit as you might call it was born out of wvw zergbusting. While yes you land more of your ticks if the necros spread them all out, it doesn’t coincide with the effect you want to have on a raid. It’s the ele’s job to do wide spread gradual damage to the entire enemy melee train but the necros sole job is to get people down and it doesn’t have to get the entire melee train down at once.
By overlapping and placing them at the same time you create a focus fire on as small an amount of people as possible so you don’t let the damage be spread thinly amongst all the melee therefore dulling the effect which is already happening with the aoe cap, and placing both corruption and suffering at the same time creates an effect of spiking them before they can react by getting both ticking at once. Otherwise getting them to tick one at a time and spreading the ticks between each of the players in the melee means you will simply be out-sustained resulting in them surviving till the next water blasting and all your work is reset.
Of course this is all very different to how things work in spvp because in zergbusting the enemy melee are moving in a ball with the same momentum so you can predict their movement and they are held in place with the help of immobilise/CC/chill from ele’s and your melee.
(edited by Zetsumei.4975)
LOL I’m sorry I had to point out what phrase got censored in your post that was too funny when I realized it xD
I forgot you can’t use that word because god forbid a child see another word for butt
It was the addition of ‘big’ to that that made me crack up xD
Doesn’t matter. All I know is I feel like a terrible person running this class knowing how broken it is.
Traited, the high burning damage is LONGER than the cooldown.
People are absolutely lying to themselves if they think this isn’t broken.
You mean this?
Dunno if this is the point of your reply but, you do know fire grab is a physical damage move right?
So this happened on my second inflicted cooldown on joining too frequently to clarify and in the end it took about an hour to get rid of.. definitely over the top in my opinion.
Edit: Actually i think it was the first, i might be thinking of when i got put on a cooldown to advertising too frequently when taxiing.
Err your cooldown preventing us from using the lfg to join parties too often is a bit over the top.. by over the top i mean i havent been able to join a party for the last 20mins.
I would say Necro No. 1 just because Anet hates Necros and because well for the lulz.
That clairvoyance
Thats the charr racial skills, every race has unique utilities/heals/elites in pve and wvw.
Yup.
“Profession Skills
General
Fixed a bug that caused skills that convert boons to conditions to not properly convert stability to fear.”
Ok, fellow nercos I reworked my build a bit: http://intothemists.com/calc/?build=-3_-300-kHkB0x3JIkJ0;9;4679;0146147257;4TwG1U;1hoHAhoHA1U
What do u think could it work or should back to the drawing board. The main I been having with my build vs the pvp is that i do good damage somes time. But if my Life force pool doesn’t get to cap I fall flat throughout the whole match and I get so much condi pressure on me that I cant clear it all before I die.
Oh my bad thought rending shroud’s internal cooldown was 10 seconds, its 3 seconds although in condi builds you don’t want to camp in shroud for long.
You took signets of suffering but haven’t slotted any signets on your utility bar and parasitic contagion’s heal is pretty weak to be honest. If you think about it after dealing 10k damage youve only healed yourself for 1k, whereas the weakness uptime from weakening shroud is a lot more appealing. Parasitic contagion shines best in team fights when bombing down aoe from a safe location, but its argued that it works best when you dont need it (when youre not being focussed).
You need to remake the build, here’s some stuff to get you started. (Head over to the necro forums).
Close to death doesn’t increase condi damage. Rending shroud is pretty terrible, it’s 1 vulnerability stacks every 3.3 seconds. You probably want to invest in the curses line for a condi build.
I didn’t read it but 10/10 for effort
Pretty kittenumption that the Chilling Darkness nerf had anything to do with Reaper, which apparently is what everyone is jumping to. They had mentioned a long time ago that they felt Chilling Darkness was maybe too strong paired with Plague/WoD, doubling it made little sense with that context (though I was hoping they had finally taken their heads out of… well you know). Perfectly possible they felt the Plague/WoD combo was too much, and I could totally see them somehow mentally justifying that lunacy.
LOL I’m sorry I had to point out what phrase got censored in your post that was too funny when I realized it xD
How about 3 seconds of quickness when entering Shroud?
A bit more burning damage, but nothing like the huge bursts from other classes. Power damage benefits. Stomping benefits. Has counterplay in the form of boon Corruption.
All-in-all I think it is game changing enough to be a GM, but not game breaking at all. I know devs are currently designing around the “slow” Necro, but we deserve to be quick for at least 3 seconds.
Test it with a rage sigil, with the huge after cast it’s still pretty slow :/
The previewed reaper greatsword had a #4 skill with damage + pulsing blind + pulsing cripple on 25 second cooldown.
Thats balanced.
Well of darkness needs to be better than that in its utility.
Lol that’s a good point
They should make it so that they can’t waypoint, be portalled or stealthed at least. That’s make the week more interesting.
It was put in place so chill spam doesn’t happen when reaper comes out, which it would be. It would be ridiculous in team and 1on1 situations if they didn’t do this. Chill is arguably the most powerful condition in the game next to fear and easily the most soft CC in the game, even over immobilize. It’s extremely strong. Doing this will ensure that classes, even ranger (ranger has chill builds and major upkeep on chill as well) aren’t able to spam chill.
Because chill is all reaper has..
Profession balance forum has been removed for a reason.
Oh we had one before? I probably wasn’t around for it then…did…players ruin it or something?
You’ll soon see it the PvP forums will eventually transform into the new one and they can’t remove PvP forums.
Well the wvw matchup thread section got removed and anything that hints at talking about a matchup on the general wvw section is instantly purged. So dont feel too safe :P
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