Yeah Dawdler, you really should think a bit more especially given the context. It’s a cheesy build because of the way you go about it. Jump on a person loading up with conditions and running away if they can cleanse it when you CC them.
Then every condi build is a cheesy build because every condi player can do that.
Also every power build is a cheesy build because every power build can do that too (except with direct damage).
There is a difference between cheesy tactics and cheesy builds.
Of course, it is cheesy as a tactic and as a build. The thing that separates this imo from other condi builds is the way burning hits hard and fast meaning you have to cleanse quick or die. Some burn guards can do this also with the right on swap/critical apply condition sigils to cover their burn. They’re just cheesy one shot builds offering nothing engaging for either player.
Same is true of high stealth instagib builds, mesmers especially can hit you for 20k in total under the right conditions though are impotent after for a while.
Yeah Dawdler, you really should think a bit more especially given the context. It’s a cheesy build because of the way you go about it. Jump on a person loading up with conditions and running away if they can cleanse it when you CC them.
Though I do think pistol offhand would be a nice option too for blowtorch for extra burn especially with double elixir S and stealth. I used pistol shield as an example as I ran into a guy using this the other day pretty much only going after thieves as everyone else had too much condi clear.
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It will be happen next friday … the last linking was on 26th August.
thx god only 6 days
We can not wait to get back into a lower T without the bad Qs
Tinks, you do know we are going to get royally shafted in the next relink? Lots of people moved to WSR to get into high tier fights/duels, chances are they will leave very soon after we are determined to have a big enough population to be with GH or something.
I don’t think it’s really a good idea now they have improved the scaling so lords don’t instantly melt anymore. However I would like for the generic keep lords get a few more attacks like the desert Borderlands lords so they’re not to be taken lightly even if you outnumber the defenders.
Though I guess you could bring in the downed state and allow bannering or other revive utilities to get them up under that circumstance, like they did with the foefire lords in PvP.
https://forum-en.gw2archive.eu/forum/game/wuv/Tired-of-Stealth/page/3#post6361353
That’s a link to the post with the videos, he talks about a few things and offers tips in general further into the thread. I’ll let you decide for yourself.
I believe Sindreneer put up some videos of him fighting various classes, some were dragon hunter and he beat them.
Personally I haven’t found them to be a complete counter but most of the time they aren’t worth fighting as you have to get through about 30s of either hazardous AoE or blocks/invulnerability before your opening comes up. I generally just keep ranged till they’ve finished F3 twice then they’re easier targets and you can abuse pulmonary impact.
I will however say you can’t compare something like a power D/D Daredevil which is possibly the worst spec they can run vs the best spec a DH can run which would be trap heal and various other traps DH, possibly with lights judgement which would shut it down hard.
As someone said earlier, cheese often refers to the build and skill refers to the player behind it.
In my opinion cheese builds are ones that either do one thing that is stupidly strong and then go to safe places after getting a kill with that stupid strong move or are over the top strong especially when fighting classes/builds that are already weak against the class.
So an example would be that lovely incendiary ammo P/S scrapper with double elixir S, stealth gyro, gear shield and normal shield who hangs around a tower and doesn’t venture out further than his elixir S procs will get him back in. Loads up a target with burns and 4-5 other conditions and melts them before running away, waits on cool downs and does again, that is cheese.
A good example of skill is hard to come by as there aren’t exactly that many even match ups but can almost certainly be shown when beating an opponant on a class that soft or hard counters you/your build
To those saying “But this doesn’t address XYZ”, look how tiny this balance patch is. How few changes it actually makes.
There is no bigger changes or rebalancing coming ever. I don’t know why, I suspect they lack both talent and manpower. But fact is, you either enjoy the current (im)balance or you better look elsewhere, this late in the game they won’t do the massive reworks all classes need :S
Didn’t they do a complete rework of elementalist in GW1 right near the end of its life?
Yeah this balance patch was pretty tiny, makes me think most of the devs are busy on the expansion atm.
Any chance you can also look at the limit or lack of limit to the number of cannons you can place in an area?
Another thing many people have found is you can build 2 behind a gate and it renders attacks to that particular entry impossible or so costly that it is not worth it. So some way for them to either not go through doors with splash damage or reduced AoE (say half the AoE) would be welcomed too.
I don’t think the idea of cannons is bad but the way they currently are I could in no way vote yes for.
So that explains the sudden spike in arrow cart prices…
I agree, can we have deployable pools in the next beta that removes downstate, combat, everything. Only allowed to enjoy swimming with quaggans in said pool.
(edited by apharma.3741)
Apharama: double chrono means perma alacrity and there for likely double ele (or scepter/torch guard and other condi class). No need for the eles to swap to earth. I just assumed two passives per group or guard shouts. It’s not major, just meant to cover flaws and put less stress on the chrono.
@ori. I haven’t spent the gold and ds tokens on runes yet so it’s still hypothetical but looks really easy and practical for a rotation. Also not sure the runes are necessary but that’s going to take longer to decide where to drop boon duration from first.
Fair enough but I would only assume 1 sand squall if doing calculations as there are a few instances where double ele per 5 man group isn’t great or people just don’t want to switch for 1 fight and then go back to whatever they were using instead of ele, probably necros.
What were people expecting with the changes to Mesmer? Because it seems like you wanted Mesmer to maintain its current course which we all knew was being nerfed.
Well… I would want them to commit to class roles. Because “Boon Controller” worked really great, IMO. It’s a fun role. Build the entire class around it and do something similar with other roles with the other classes and whatyaknow, after 5-6 years since release we could have had actual design which can be balanced.
But ofc, the “Everyone must be able to play however they want, so long as that is some form of DPS focus” won out again, and here we are, not moving towards much needed class roles. :s
The problem is this games entire selling point and system is built (or supposed to be) on the idea that multiple classes can fill multiple roles. There’s nothing inherently bad about it, having might being provided by 3-4 classes easily wouldn’t be a bad thing unfortunately this isn’t the case. Even 2 eles would struggle to keep might up with fire overload without strength runes and some boon duration food. Guardians could give nice might stacking if empowering might was 10s base.
Healer roles both tempest and guardian are great choices for this as well as revenant but they’re not competitive because druid does that and spews out damage buffs to make up for its reduced damage while the others don’t really.
What were people expecting with the changes to Mesmer? Because it seems like you wanted Mesmer to maintain its current course which we all knew was being nerfed.
I was expecting the people who’s job it is to balance the game to look at permanent quickness and say this shouldn’t be a thing.
I was then expecting them to look at how miserable mesmer DPS is in general and make a meaningful QoL change to the mesmer to bring it on par with other classes as well as making all classes comparable choices for the DPS role.
SoI and permanent quickness on 10 was all kinds of overpowered as well as the boonshare in WvW. However DPS was not so stupidly different between classes that you could validate excluding a class based on its relative strength. Now it is and that is why people are annoyed by the nerf as well as completely rewriting the rule book on quickness and boon sharing/stacking. Best part is it did jack all to WvW problems.
Other things that need looking at is how druid is the be all end all of healing as it offers so much damage boosts that you’d be crazy not to pick it while at the same time has deep seated issues too.
Oh and by expecting I don’t mean I was expecting them to do it in so much as I was expecting exactly what happened but it should have gone better. They need to really address core issues with ranger, mesmer, thief, elementalist and revenant in order to make the game more balanced.
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We got off easy on this patch let it go
Nerf missed us, hit thief/rev/guard/necro instead. Instead, now double chrono is required.
Honestly I’m impressed. It’s sorta ironic that the nerf removing thief/rev/guard from the meta is actually a nerf to mesmer, not to those classes specifically.
It amazes me how people fail to see glaring problems with this game and can only tunnel vision onto 1 class…..
Except a lot of people did see the glaring problems around what the potential nerf was and it turns out the nerf wasn’t too far from predictions.
I believe Brazil put up a very nice video about it on his channel and there were multiple threads on reddit about how this SoI change was only going to make mirror comp take prescedence. They also said how it would push out other classes from the raid meta because they won’t benefit as much from alacrity or what they bring isn’t worth it.
Not a big fan of the cannons, especially in structures that have more than 1 level to them. Maybe if they didn’t hit through gates, had a slightly smaller range, could be crit and/or condi’d I’d keep them but as they are it’s pretty terrible.
I agree, I’d like to see some adjustments similar to this and see an improved version before a vote to keep or ditch.
I’d also probably ask for them to only be deployable on walls and have a limit of 1 per 2000 range. That way you won’t literally be creating pirate ships.
On another note, how many people have loaded up the boats in bay with cannons and made a real pirate ship, costumes and all?
Sorry but switching to cast sand squall will be a DPS loss to the ele most of the time in D/Wh set ups. They’ve changed the cool down on burning speed so when traited it will always be off cool down after an air overload.
The auto cast should be fine but you won’t get 2 from a tempest just thought I’d let you know.
The questions people will really want to have answered are:
What amount of boon duration will we need, 100%?
What gear (stats, runes and sigils) will I need?
What comp will become “meta”?
What is the rotation?
Boon duration: 100%
Gear: Whatever you want as long as it reaches 100% boon duration.
Comp: Mirror comp mes/ps warr/druid/2x dps
Rotation: See my earlier post.
So do we or don’t we need chrono runes anymore? If not then getting to 100% isn’t going to be too bad as there’s some decent options out there which aren’t stupid expensive. If you need chrono runes then you need to go nearly full commanders.
What exactly do you think chrono runes are going to provide anymore? They’re 1s of personal quickness that we can’t share. Why on earth would they be useful?
I forgot about the SoI applying the stacks back on you, stack size etc in the math so yeah bit of a daft question now I look at it. Think I’ll just head off to bed now as it’s well past midnight for me and I’m clearly too tired. Thanks for the replies.
The questions people will really want to have answered are:
What amount of boon duration will we need, 100%?
What gear (stats, runes and sigils) will I need?
What comp will become “meta”?
What is the rotation?
Boon duration: 100%
Gear: Whatever you want as long as it reaches 100% boon duration.
Comp: Mirror comp mes/ps warr/druid/2x dps
Rotation: See my earlier post.
So do we or don’t we need chrono runes anymore? If not then getting to 100% isn’t going to be too bad as there’s some decent options out there which aren’t stupid expensive. If you need chrono runes then you need to go nearly full commanders.
The questions people will really want to have answered are:
What amount of boon duration will we need, 100%?
What gear (stats, runes and sigils) will I need?
What comp will become “meta”?
What is the rotation?
How’re mesmers supposed to keep up?
With a 6% damage buff to the 2 lowest damage parts of its auto attack!
Woooo
Oh and 100% buff to blurred frenzy o.O
Did anyone check if the boons shared are actually affected by boon duration? Just throwing it out there coz if not that is literally 3s quickness.
The auto-attack is underwhelming, but the Blurred Frenzy hits really hard now.
SoI changes are affected by Boon Duration, but the stack limit changes are harsh, time to work on a new rotation for it to keep the Quickness uptime.
I think most groups with an average mesmer will just not run mesmer depending on alacrity DPS buffing. The rotation even just thinking about it for a sec is going to require very precise timing on your boon sharing.
We’re talking top tier timing on the level of most speed clear groups for timing.
I can’t be ingame right now, can someone post the base durations of the SoI boons, as well as whether the active applies boons to you as well?
Quickness 3s
Resistance 2s
Stability 5s
Aegis 10s
Fury 5s
Might 20s
Protection 3s
Regeneration 5s
Retaliation 5s
Swiftness 5s
Vigor 5s
Active does apply them to you though.
R.I.P. Mesmer.
You should not be punishing players for having numbers. This is the draw of wvw in the first place. Large scale combat brings alot of dynamics with it. I can see this creating a toxic environment where players will yell each other to kitten off.
Meh who cares. Op is going to come back and create a few more of such threads. 25 threads and hundreds of tears later, this topic will go the way of boonshare.
True but on the other hand it shouldn’t be as rewarding to blob up in one massive ball training over everything in your path. Especially when they go after small groups all the time offering little way to counter them other than run away and then log off because eff that noise for the 5th time that evening.
I’m sorry your experience is so bad in WvW — but this is a rather shallow, narrow view on WvW. This game mode is designed for large fights. If you are a small-team/solo roamer, then run from zergs — you would do that in real life if you are honest with yourself.
My WvW experiences are very different. I generally get “trained” by small teams that purse a single foe without relenting. Most zergs let single players pass and tell their players “don’t squirrel” — which is an effective tactic against zergs where a single player can strip out 3 or more zerg players (how’s that for a man power trade?).
Every aspect of WvW is unfair — that’s the nature of an open-world pvp system (in any game). If you want small, even-matched, fair fights, then go to sPvP — seriously, no joke.
The term trained over is in relation to the blob being like a train, something you can’t really stop coming, if you’re using it to describe a few people pursuing you then I dunno, guess you’re a solo roamer?
The point is, you get to a tower, say Quentin Lake and it takes you and your 4 other friends 2 mins to get into the tower. Within 30s if you’re lucky enough to not have had someone in the tower or watchtower upgrade spot you someone will head over. Takes about 30s to get there and then the call is sounded by the enemy “bad people at QL need help”.
In waypoints the blob and there you go. This happens a lot when you fight certain well known blob servers in EU, small groups are just not able to do anything but flip camps because of how effective blobbing is. Write disablers also help with blobbing rewarding servers who have more people even if they are also useful to servers with fewer players.
Yeah, Continuum Split in the way they implemented it is rather meh. And needlessly clunky to use.
Just make it “Your elite ability now has two charges”. There, captured the essence of it, and it’d be worlds easier to use.
Or you know, make it an actually cool ability instead of what it is right now. Make it record changes and up to X seconds later I can opt to return to the other timeline which erases everything which happened to me but also everything I’ve done. As far as that is possible ofc.
It’s more that it’s value in PvP is to double up on whatever powerful elite you have most of the time, same for WvW as well. With PvE it’s use is to spam every utility you have and essentially double up on their effects as much as possible.
I have seen it used in more interesting ways, juking people off cliffs in WvW only to teleport back a second later while they all die. Seen it used to double burst people or burn enemy cool downs in CS for an opening when it ends to deliver the killing blow, seen juking again against high movement targets to teleport to multiple locations and burn they’re movement skills to allow for an escape etc.
There’s lots of interesting things you can use it for just they are usually harder to pull of than cast X, hit F5 during after cast and then burst. I would love to see it go though because we’ve all seen what happened to Moa, it’s balanced around chrono, not around the skills strength, cool down and opportunity/cost and it’s only a matter of time before other powerful things get the same treatment.
Oh wait signet of inspiration….
Easy, it’s Whiteside Ridge because #Bandwagon
You should not be punishing players for having numbers. This is the draw of wvw in the first place. Large scale combat brings alot of dynamics with it. I can see this creating a toxic environment where players will yell each other to kitten off.
Meh who cares. Op is going to come back and create a few more of such threads. 25 threads and hundreds of tears later, this topic will go the way of boonshare.
True but on the other hand it shouldn’t be as rewarding to blob up in one massive ball training over everything in your path. Especially when they go after small groups all the time offering little way to counter them other than run away and then log off because eff that noise for the 5th time that evening.
so what chorno line gave us (in pvp)
the alacrity support – not that much
quickness share gonna be nerfed
well support build never usedso only shield and healing skill – wow great anet
Chrono still has clone/phantasm maintenance for shatter spam, passive 25% movement speed and movement condition reduction and don’t forget the epic fail of a balancing point continuum split.
I say it’s an epic fail of a balancing point because it throws out the window balancing by cool down which is one of the main ways of GW2 balance.
I do agree that boon spam is completely out of control with other classes but SoI makes it all worse as well. Looking at it objectively the ability to share every single boon in the game to up to 5 allies for the duration stacking as it is on a 30s base cool down is extremely strong. Only about 5 hours to go before we find out how it is though.
As much as I hate blobbing, and rarely blob myself: Let people play how they want to.
I can still roam and duel because my server respects my playstyle; I will totally return that respect and find a way to enjoy myself.
Both types of play can coexist.
I seem to remember you had quite a lot of people waiting to kill us at your north camp last time I went there, not just a few more, a lot more than us.
I’ve also seen all 3 servers completely killing any and all duellers this match up. Sad to say but the zerg is winning.
Oh that’s only because I asked in map chat if anyone wanted to hold my hand in north camp
You notice they left us alone when you were thwapping me? Lol.
I thought it was because they took one look at the condi mesmer and thought “No way you can lose this”
Still there seems to be a lot of roamer and duellist ganking happening atm, I can’t help but think it might have something to do with the sudden increase in PvP pro league players entering WvW and strimming it.
Just make all the mobs neutral so they don’t actively attack you, looking at you bloomin griffons between Bay and Briar tower!
As much as I hate blobbing, and rarely blob myself: Let people play how they want to.
I can still roam and duel because my server respects my playstyle; I will totally return that respect and find a way to enjoy myself.
Both types of play can coexist.
I seem to remember you had quite a lot of people waiting to kill us at your north camp last time I went there, not just a few more, a lot more than us.
I’ve also seen all 3 servers completely killing any and all duellers this match up. Sad to say but the zerg is winning.
Fortifying bond should be baseline just as phantasms benefiting from all your boons and bonuses should have been baseline.
Just as ranger pets should get a 10% buff from scholar runes. All pets should be treated as extensions of the player not a separate entity.
I also like how you say no discussion on fury sharing and it’s dubiousness concerning mechanics at the only few bosses this build won’t be garbage on.
The Sapphire Order [TSO] as far as I know has been going since launch and have had people that WvW. Some left for WvW only guilds, some stayed but repped others but still going strong, still on Whiteside Ridge as it’s original server too even though it now accepts people from all servers.
It’s still a thing as in people run it but it’s not anywhere near as effective as condition mesmer.
Condition mesmer bypasses endure pain, elixir S, signet of stone etc and can usually at least stalemate or force another person to run. Power on the other hand you need to be paying attention and don’t have any auto procs to save your bacon unless you pick up chaos for mirror of anguish but I’d hardly say it does much with short cool down CCs.
A lot of the best power builds have a lot of stealth and/or excessive regen and/or high block uptime.
I assume you mean Quickness and not Fury.
I imagine a similar trend, though. Changing SoI doesn’t really change much at all. It just kind of shows general lack of understanding of what’s going on in the game, since if access got nerfed, it’d hit the WvW blobs hard and still buff the mesmer in raiding by making SoI that much more impactful.
Granted, it’s not a total win for the mesmer since being a boon bot isn’t always a fun time for everyone, but it’s better than being nerfed and not actually really having an effect on WvW.
I meant fury too, 20% crit chance is nothing to be sniffed at when the cost is so trivial for the rev. I assumed a front line group of no mesmers so would generate 0 quickness.
As you say changing SoI so it’s not sharing much means WvW groups will replace their mesmers with rev or guard for the extra boon generation as generation > sharing and stacking. The quickness hit will be felt on both sides so likely the AoE damage would be toned down to the point blobs don’t die outside of corrupt spikes.
I have 0 trust in ANets ability to balance the 2 game modes. I have 100% trust in them messing it up then changing it so it’s not that bad; first iteration though is usually bad.
Anet needs to do a complete overhaul of how stealth works in the game otherwise a nerf like being dealt damage cancels stealth would almost delete it from game use.
No, they just need to reduce the amount of access to stealth Thief can get, and then it’ll be fine. Which of course means nerfing the Pistol #5 skill from Smoke field to Dark field in order to stop the easy access stealth…but that of course opens a different can of worms dealing with Thief…how weak the class actually is, and how much of that is masked by the constant Black Powder -> Heartseeker combo that is prevalent for stealth stacking.
The thing is, if you’re adjusting so many skills to prevent stacking a mechanic and when the mechanic is transposed onto other classes they suddenly become completely overpowered; at what point do you say it’s the mechanic that might need tweaking and not everything else in the game?
If I recall, Scrappers only have access to the mechanic through an elite that’s easily visible and easily destroyed and blasting a smoke field which they can only put down with bombs, Druids only have access to it through LB3, and Mesmers have it through Torch 4, Decoy, Veil, and Mass Invisibility. Of those only Mesmer would be the biggest stealth problem other than Thief, though they can be fixed through alteration of skill cooldowns (something which Thief lacks in weapon skills).
I can see you don’t know the builds at all really, Druids get stealth from Long bow as well as Celestial Avatar using Celestial Shadow which gives stealth and Superspeed in an Aoe on a 10 sec CD. Scrapper/Engie get it from Stealth Gyro which is also Aoe that moves ad well as Toss Elixir S on top of Smoke field blasting, it wouldn’t be a problem with those to classes if they didn’t have arguably the best sustain in game, they were never designed with stealth in mind for the most part it was tacked on, Thiefs problem is stealth stacking and nothing more, PU Condi Mesmer’s issue is being able to pop in and out of stealth after Condi bombing as well as having really good sustain and resetting CDS.
Yep thanks for pointing those out, was about to myself.
I’ve also been a big advocate for the change of the mesmer trait The Pledge as it’s flat out broken with high stealth builds and next to useless on low stealth builds. It also doesn’t help the torch be anything more than a joke of a condi weapon.
Yes you’re seeing that right, 1.5s of the cool down is removed for every second in stealth and with PU the torch lets you be in stealth for kitten giving you at least 6s off the cool down. Coupled with Illusionists celerity for cool down reduction on decoy for a 32s CD and another kitten and you can pretty much get 13.5s of almost continuous stealth.
Mass Invis and continuum split just compounds the issue but then again continuum split is one of the first things I was saying chrono needed removing as it prevents proper balancing via cool downs. However CS is no more broken than the rest of the elite specs.
Hmm what would keep the chronotank from wearing commanders gear and using other methods of boosting its boon duration. We don’t take chrono tank for its dps ANYWAY. This would make it a more reliable tank for new mesmers. And boost its personal quickness generation. I believe up to near 80-90 percent if you commited to boon duration? Odds are if you used food you could hit 100%.
The chrono tank I believe would still be able to maintain perma quickness atleast on the DPSers correct? Which is where the main damage comes from ANYWAY.
See my post ~8 posts above you.
My bad I completely read right over that one. Thanks for the reply. So from what im seeing the talk about chronotank being dead is…Pretty much just an exaggeration. The chrono will just have to commit a little bit more gear wise to compensate.
It entirely depends on what ANet do to a number of things not least of which is SoI.
They could cap SoI boons at no more than 6s per boon and no duration increase will affect it.
They could cap it’s stack sharing to 5.
They could reduce quickness cap globally to only 5 sources per player.
http://qtfy.enjin.com/mesmer#QuicknessCap has a good explaination about quickness sharing.
Easy permanent quickness for 5 people if you stick to the rotation.
Having to Mimic-cast SoI makes me barf a little on the inside, but I could see how that would maintain permanent quickness on a 5-person subgroup in spite of a heavy-handed nerf. Worth noting that having to run Mimic over a second well cuts into Alacrity uptimes, though.
As far as I know they fixed phantasmal haste with shield phantasms so you will get permanent alacrity from 3 shield phantasms.
Plenty on reddit saying it is capped to 6s.
Which would make it close to useless in Raids and the Raid Comp would shift to something stale if that happens.
Not really. Lets assume you can only get 6s per SoI usage even at 100% duration. Some quick math.
A full buff rotation is shield 5 (2×3s), well of action (6s), SoI x3 (cast, mimic cast, trait cast) all repeated twice. This means you’ll get 4×3s, 2×6s, 6×6s of quickness in an aoe. This produces 60s of quickness. Halfway through the cooldown of CS, you can do shield 5, well of action, and 2x SoI again for another 24s of quickness. In total this produces 80 seconds of quickness on a ~70 second cooldown.
Easy permanent quickness for 5 people if you stick to the rotation.
I think this is the pertinent bit, there’s a lot of mediocre and average chronos around for PvE and the excessive quickness covers this nicely for the most part.
It may end up where most people do not run chrono as they can’t find someone who can properly move bosses while keeping up the quickness and alacrity. Though I would think with permanent alacrity you’d have an excess of quickness but we’re also assuming quickness stacking also doesn’t change.
They could reduce it to max 5 stacks of quickness which would further increase the difficulty of the rotation as you need to generate and share quickness when people will get low on stacks and keep topping up when they get low.
Either way we’ll have to wait and see but I dare say there’s many fingering the red button now.
My favorite are the ESL players who think winning a few tournaments gives them the right to go into WvW and type in team chat:
“40 man blob on the left”
“Commander you have a blob behind you”
“Keep under attack!”
And so on and so forth. You can also see these ESL players doing lots of other things infringing on how players play the game, some even record themselves doing it.
Offending someone with your own point of view so long as it’s not extreme is not what we’re talking about, we’re talking about people who are deliberately offensive and trying to get laughs from annoying or at the expensive of other players.
It’s more about that traiting the sword (power) and traiting the pistol (condi) should be on the same tier, since you barely gonna trait both of ’em. You also would like to trait the pistol and give them perma Fury as condi, so the whole thing there seems so obviously wrong to me.
I would also like to test phantasms with utility instead of damage. But let’s be realistic, this will never ever happen. :/
Yeah I know that but like I say the consequence of that is moving the sword trait, evasive mirror or blinding dissipation into T1. This would allow PvP/WvW builds to pick up 2 of them leading to T1 being essentially a no brainer of a pic. The only one I can think of which possibly won’t be a no brainer would be evasive mirror but it’s always useful for that rapid fire…
It’s time ANet realised phantasms as a source of direct damage do not work especially the way they are now. Don’t do it by half measures, just scrap the idea, look at them being shatter fodder and adjust from there, the class as a whole would be better off for it and it doesn’t make chronophantasma useless either if they do have a utility use or apply conditions.
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It’s still to early for the “doom and gloom”. Let’s first see what the Quickness SoI duration will be. If it’s around 10s, that’ll already be enough. Or maybe it will be low, very low, unusable low and they buff TW, ToT and WoA all together.
ANet may not always do make the best decisions, but they are also not idiots. So let’s wait and see.
Or
They could reduce the quickness shared to a static 3s which isn’t increased by boon duration and not change anything else…
…except they buff shatterstone Illusionary Riposte by 5%
What I took from the Druid changes is that it will have less personal heals but more support heals. Meaning that the heals it applies to itself won’t be quite as potent as they currently are but it may see a rise in group roles.
Sounded more to me like they are going to shave the base healing and buff the scaling with healing power…… which will just force more players to go bunker instead of running marauder/zerk.
Not exactly the smartest move on their part…..
Yeah in a similar way to how they did with ele so even celestial won’t make you heal for your old value in zerk. I have a feeling if druids want the same kind of heals they used to get in CA then they will need something like 1k healing power, possibly more. At max healing power I expect it to be roughly the same though.
You can get 800 healing power switching accessories, amulets, rings and back to cleric and keeping the armour the same bunker PVT or zerk. You lose some vitality and power but you keep or gain the damage reduction vs power builds.
tbh I can count on one hand the number of zerk/marauder druids I’ve seen this last month, most were bunker already before this announcement.
If you ever wanted to delete your mesmer now would be an excellent time. Same goes with revenant players as well.
Not sure where all this doom and gloom is coming from. Mesmer requirements for raids are about to double…
Yeah not sure why he’s talking about deleting mesmer at all. However I can understand the rest of the doom and gloom; I don’t want to return to a meta where you exclude so many classes because they don’t get 100% of the benefit of the group buffs.
They could go for something very weird where SoI only shares 6s quickness with no ability to boost it, in which case the question might become is a mesmer worth bringing at all?
Didn’t the idea evolve to battle groups behaving less like guilds, more like servers, where the limits would be much lower – and alliances formed by matchmaking?
Which could be as often as weekly?Making the issues like buying guilds, and bandwagoning largely pointless.
That does raise the issue of anets matchmaking skills – but thats another team and another topic.
Doesn’t it somewhat render your concerns no longer applicable?
This is what I keep trying to explain to him. The idea of battlegroups would hinder what he’s describing. It wouldn’t enable it. If anything is enabling the actions he describes its server-links.
At the end of every reevaluation, there is a literal wave of transfers and gems spent. Arena Net wants to reevaluate the community after 2 month iterations of WvW, but the community wants to reevaluate what server they play for after the reevaluation. Arena Net places systems in place to control the flow of the bandwagon. They lock specific servers and open others. However, doing so is upsetting the community and causing instabilities every time.
In general, the overall GW2 WvW community will do whatever it takes to play where they want. They would even organize to accomplish the goal. So this server-link system is literally creating bid wars in hopes to balance everyone every 2 months. It prays on the instability of servers and not the over abundant and it uses a servers link as a form of temporary coverage and that allows guilds and communities alike to take advantage.
@Thelgar.7214 Those very same things you claim I did that had a negative effect are the very same things you are ignorant of. But at the end of the day, I just did like everyone else. Those very same things that happened are being repeated none stop every 2 months as well.
Yet, those very same things make all this relevant and that’s specifically why I can speak on them. That’s also why I can identify a solution when it’s placed in front of me like the battlegroup leak I describe and it’s why I can identify the effects of server-links and the toll it takes on the community.
I think by now anyone reading what you write can identify your problem, Thelgar. Your problem is with me. It’s something I call blind hatred. You hate me for something you perceive I did for reasons you believe I did. You hate me enough to block out all reason and logic and go on an offensive. You’ve even assaulted someone who just simply agreed and associated him with me when I don’t even know him outside this forum.
Anything I say you degrade. Any idea I give, will be seen as a small part of a larger scheme in your head. Just keep in mind, that the system I describe wasn’t created or associated with me prior to me being leaked it. What I linked came from a Discussion. It’s Arena Nets words and it would hinder what you perceive I did.
I don’t hate you. I don’t even know you. But your past behaviour speaks for itself.
Battlegroups were a bad idea from the start. I heard the same leak you did. I was opposed to the idea long before you brought it up again and for all the same reasons. You could ask around to verify, but I doubt you will. You’d rather play the victim.
EDIT – Oh, and for those who haven’t caught Mal’s schtick, trying to make up some irrational reason people disagree with him or criticize the things he has done is Mal’s MO. What was the last one Mal? Calling someone “sick in the head” as I recall…
The plot thickens…
Anet needs to do a complete overhaul of how stealth works in the game otherwise a nerf like being dealt damage cancels stealth would almost delete it from game use.
No, they just need to reduce the amount of access to stealth Thief can get, and then it’ll be fine. Which of course means nerfing the Pistol #5 skill from Smoke field to Dark field in order to stop the easy access stealth…but that of course opens a different can of worms dealing with Thief…how weak the class actually is, and how much of that is masked by the constant Black Powder -> Heartseeker combo that is prevalent for stealth stacking.
The thing is, if you’re adjusting so many skills to prevent stacking a mechanic and when the mechanic is transposed onto other classes they suddenly become completely overpowered; at what point do you say it’s the mechanic that might need tweaking and not everything else in the game?
- Remove all illusions and phantasms damage modifier traits.
- Illusions and phantasms inherit your modifiers.
- Add new interesting traits instead.
- Fix Duellists Discipline bleeding duration.
- Swap Duellists Discipline to T2.
These are what I agree with, don’t really think duelists discipline needs moving tbh, it’s competing with desperate decoy and phantasmal fury. On the other hand if they swap it with any of the T2 it would make that a default pick in T1 as all other options are arguably bad for a PvP/WvW mesmer.
I’d rather they remove all damage from phantasms period. Make them a utility type and take a leaf out of iLeaps book. No not be broken for 2 years, but enable swapping places with all clones generated via weapon skills. Adjust the mesmers skills accordingly and they might have sustained damage builds that aren’t kitten by single targets and high cool downs with poor interim damage once a cooldown is blown. Not asking for ele dps, just the 24-26k most classes do that isn’t single target and scales well.
I also only half agree with interesting traits. Interesting traits is what gave us fragility where many other classes simply got a flat 10% damage if the enemy is doing X, has Y or is in Z.
Even then I don’t think it’ll change much; run a few more mesmers and you have the same thing happening.
Boon access/performance is still the core of the problem.
Nah they will just skip the mesmers and increase the boon sources most likely. Remember it’s protection, resistance, stability and possibly fury that are the big game changers in the zergs. I can see concentration sigils on both weapon sets, boon duration food and some armour investment, 1-2 revs for resistance and fury spam, 2-3 guards for protection and stability spam. Let the melee train continue to choo choo choo.
One of the benefits of having better boon sourcing means when they’re corrupted they’re more easily reapplied.