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Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520


If the devs see that the meta is " wear zerker’s and zerg!" and decide that maybe other gear should be as viable, or other playstyles should be a viable. Maybe Conditions… etc. And if the devs decide that the way to counter the meta is to weaken zerker gear, and nerf Crit damage..( as it appears they are doing, but that is just my opinion.) you need to accept that " The Meta" is Not something Holy, and sacrosanct.

One can almost hear your tone… may as well scream.." they do not woreship the meta…HERESY!!!"

I will say it clearly. If the Meta has to change or go under the bus, so that other playstyles aree as viable. And as it appears the devs agree…then the Meta changes.

The whole" Zerkers and Zerg"…if making the game fun for everyone else means this Meta gets tossed under the bus. it gets tossed Under the bus.

I Love how when a game change threatens something worshipped by some , the threat " we are gonna quit." seems to come up. I am glad that game developers realize that those are empty threats. And for everyone that leaves because they dislike changes that make the game enjoyable for everyone, there are probably 8 to 10 people that seeing that their playstyle is Now more viable…choose to stay.

Just saying…. 3,000,000 players is a lot of players. Some zerker wearing zergers… not all…seem to be entitled and spoiled. if they leave, i sincerely doubt they’ll be missed. The rest… you included I imagine, will simply, in a mature manner accept the changes to the meta, and adjust. or not.

After the update is very unlikely the status quo will change. If the devs wanted to really change the meta they would make crit damage a flat multiplier (crits are 50% or 75% increased dmg) with no way to increase it. This means all critical hits would do the same damage and nothing more. Removed from all gear/food/etc and replaced by some “cheese” stat like vitality, toughness, or healing power.
This might allow other builds into the meta since it’s not all about crit dmg anymore.

Instead we have Anet being indecisive and we have this straddling the fence to appease both side, those against “zerk” and those for “zerk.” They aren’t making any real significant change to force the shifting of the meta.

Devona’s Rest

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520


Who cares if it’s 10% or 20% or 30%. As long as berserker is getting nerfed so other builds are more wanted. Like support, CC builds and tankish builds.

This!!! The " Go zerker or go Home" meta build has to go… for the sake of the game.

While I hate nerfs… and would have liked to see other ways to make zerker gear and the crit damage mechanic less effective, this is the most direct way, and according to occam’s razor, may be the best.

No other gear matters, no other builds matter. Conditions? Why bother? crap dies too fast to bleed , poison, or burn anything. And the reason is…. kitten …crit damage kills stuff in a few seconds.

I know many people like knowing they are doing " UBER DAMAGE look at my kitten!!!" Not all, but some… but..Longer fights are BETTER fights. There would be a greater demand for strategy, and tactics. And while I think the whole." Bosses cannot be CC’d" thing has to go… and the " 25 stacks of bleeds…etc." is crap… This is a good first step. Zerker gear should do more damage than other gear,….but if it makes all other gear wearers unwanted In group encounters…then there is NO way you could think this would not be nerfed. I am just amazed it took this long. But hey, better late than never.

And I think you meant “crap dies too slow” to conditions.

I said. " Crap dies too fast. to Bleed, poison, or burn anything." the last word is there for a reason. What I mean is…. that why bother bleeding, poisoning, or burning anything when crap dies too fast for that to make a difference?

See here is where your argument falls apart. You say all that will happen is mobs will just take Longer to kill..and it won’t mean a thing. But someone ELSE said." the longer a fight lasts..the more chances of being killed by the mobs" EUREKA…that person gets it.

See maybe you are so uber-awesome..that nothing in gw2 can Kill you, because your hand-eye coordination, and superior thinking + knowledge base of all your skills is such that you are always just jumping out of the way as the One shot kill blow lands…or using the right skill at all times….

but…. Not everyone is equally skilled.

So yes.. a Longer fight…on average, with an average player in a group.. means that you need to stategize a Little more. Would i like to see Mob AI improved? of course..but waiting for Mob AI to be improved as the ONLY solution to a problem that needs fixing now is just… irresponsible.

This addresses the " Zerker is King, Go Zerker or go home" meta most directly. Maybe the numbers will need adjusting.

As to players that " rage quit" over the issue… good riddance. All they do is unbalance the game chasing FoTM builds, whining on the forums when their particular EZ Mode is found and adjusted, Ok.. nerfed. And make the game harder for those seeking vatiety to enjoy.

This is NOT all about the zerker wearer. he or she is not the Most important person in this game. There are many of us out there, that do not wish to ONLY wear zerker’s or get lost. We also payed to play this game.

So don’t let the Perfect be the enemy of the good. Saying " This doesn’t solve the problem." doesn’t mean it shouldn’t be implemented. It’s a good start.

So. In addition to making the fights last longer by reducing damage, the margin of error increases. That in turn increases the chances of player deaths and possibly wipes. Not only does that make things even longer, players may very well abandon the fight or instance.

The game doesn’t become harder but more tedious.

Also, I don’t understand whether this is a thing about people being rejected from parties Instead of making their own parties with friends or guildies.
If you’re going to PUG one is expected to adhere to the meta…

There’s “enjoyment” and “fun” found by not playing with people who stick to the meta but now it’s “throw the meta under the bus” because no one (the meta) accepts my spec and playstyle?

You can play your build, your way. You just won’t be able to play it with everyone out there because you’ll run into people who are definitely adverse to your build and playstyle.
So?
Just play with others and go at PvE at your own pace with those that play in a similar way to you.

I’ll say it clear, if you haven’t picked up on it, you don’t have to adhere to the meta.

It’s killing me that this is turning into some personal vendetta against the meta…

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Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

The majority of the community didn’t want this.

Of course not. Because in any MMO population you can rule of thumb that only about 20% enjoy support/healing gamplay, and about 10% enjoy the demands of good tanking (which is far more about positioning and control than it is about survivability)

“Damage Dealers should be god-kings, unencumbered by any requirements other than kill it before it kills you” is ALWAYS going to be the majority opinion.

I happen to enjoy healing/support gameplay the most out of Damage/Healing/Control. For the most part I’m glad that they’ve let Damage dealers scurry about without NEEDING to bring a healer. Waiting to have fun because you MUST ‘Find a healer’ is tedious, even for healers. But actively not wanting one is in my opinion going too far. I think it’s silly that they’re trying to promote healing by making healers stronger rather than making content more threatening, but at least I understand the impulse guiding most of these changes from a designer’s standpoint. An designers; standpoints generally have to not give a crap about “majority preference” .

Each profession still has their own healing skill and can dodge… Heal support isn’t going to add much of anything as long as we have our own way to self-sustain while getting out as much damage as possible.
I like healing, support and tanking but with how this game is built there’s not much in the way for any of those specs being needed.

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Slowly.... slipping toward the holy trinity

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Tank – inhibits the target(s). Applies weakness, cripple, and vuln, making sure the target(s) dont get to the other party members. No taunts or crap like that, but an inhibitor that can also take a hit if focused.

Dps – self explainitory.

Healer – self explainatory.

The buffer – applies the boons, increasing dmg, helping to prevent, etc.

Condition spammer – spams conditions to inhibit, dmg, destroy target(s)

Aoe’er -self explainitory

The cc’er – controls multiple targets at once.

And all hybrid forms.

There, thats what anet can focus on, not just the trinity

There shouldn’t be defined roles at all.

ALL of those you mentioned should be able to pull off hybrids of one another (BUT not have one do everything i.e. warrior, Anet’s golden child; possibly the cause of all these problems).

Hybrids ARE diversity.

Ah yes, need to fix that 30/30/30/30/30 build bug

It’s not really getting fixed as apparently celestial is getting a “buff” (lol).

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Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Who cares if it’s 10% or 20% or 30%. As long as berserker is getting nerfed so other builds are more wanted. Like support, CC builds and tankish builds.

This!!! The " Go zerker or go Home" meta build has to go… for the sake of the game.

While I hate nerfs… and would have liked to see other ways to make zerker gear and the crit damage mechanic less effective, this is the most direct way, and according to occam’s razor, may be the best.

No other gear matters, no other builds matter. Conditions? Why bother? crap dies too fast to bleed , poison, or burn anything. And the reason is…. kitten …crit damage kills stuff in a few seconds.

I know many people like knowing they are doing " UBER DAMAGE look at my kitten!!!" Not all, but some… but..Longer fights are BETTER fights. There would be a greater demand for strategy, and tactics. And while I think the whole." Bosses cannot be CC’d" thing has to go… and the " 25 stacks of bleeds…etc." is crap… This is a good first step. Zerker gear should do more damage than other gear,….but if it makes all other gear wearers unwanted In group encounters…then there is NO way you could think this would not be nerfed. I am just amazed it took this long. But hey, better late than never.

Long fights are NOT better… With mob AI as it is, all you would do is fall asleep trying to eat through 1 million hp. And I think you meant “crap dies too slow” to conditions. The reason is not because of crit damage but because of bad design. Strategy and tactics aren’t really needed because the fights become memorized and actions can be routinely carried through without much change at all.
Other gear sets don’t have damage that can even compare to what can be attained by “zerk” gear. We don’t want to boost the other sets because that promotes player’s power creep. Defensively, toughness/healing power/vitality gear are failures because of dodge and the vigor boon (along with any endurance regen traits/utilities). Total damage avoidance will always trump any sort of damage mitigation.

This meshing of active and passive play is Anet’s bane and has been their balancing nightmare.

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ferocity? -_-

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

At least some folks have pointed out the PvE meta won’t change at all and build diversity will be hurt in WvW.
Ferocity change also makes it easier to change (nerf) crit dmg without people noticing.
225 = 15% crit dmg (15 fero is 1%) can now be easily changed to 225 = 9% crit dmg (25 fero is 1%).

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Guardian - Do I have to change to Assassin?

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

the change to ferocity is part of a larger change to ’zerk (and anything else with Crit Damage). I would wait until we know more about what is to come before making any major changes.

It wouldn’t make any sense to nerf it first and then buff it again. Otherwise we’d be asking what is the point of this whole debacle!!

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Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

TL:DR
Unless something happens to dodge (never) and mob design becomes sufficiently better (unlikely), I don’t see how reducing our damage (being the first change to zerk gear) is going to change anything.

If it doesn’t change anything, you have nothing to worry about.

Exactly. What is really changing here? Just what is Anet doing?
I know it’s not all they are going to “do” but they certainly do imply it’s only things pertaining to “zerker” that are going to be changed.

No mob mechanic changes. Nothing to dodge or vigor regeneration either.

They are shooting blanks….

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Slowly.... slipping toward the holy trinity

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

From another topic:

My new elementalist build will be able to pull out those numbers:

  • geyser healing for about 5,500
  • water blast finishers healing for about 2,500
  • evasive arcana healing for about 4,300
  • regen healing for almost 500/s
  • soothing mist healing for about 240/s
  • water blast healing for about 800/s

That’s almost 2,500 health per second without any blast finishers.

Those numbers are insane and healers finally found their niche. All because of overwhelming feedback from the community.

Great. So just how much did you invest into healing power? How much damage did you have to give up in order to just sit in water element for the duration of battles?

I can already tell X/X/X/10/30 from your build.

Devona’s Rest

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

@ Nike
They would have to completely overhaul healing (healing power, healing skills, healing traits, regeneration, cooldowns, etc.) in order to properly place them somewhere. Also vitality would have to factor in there as well because healing power and vitality don’t scale together well, period. As it is now, Healing power works best with high toughness and little to no change in vitality.
Right now one could go full zerk with no healing power and minimal change in vitality to get the best out of their healing skill.
Sadly, unless you have around 1k+ healing power it’s best to not invest in it at all and leave out vitality. Otherwise, it’s a waste of stats.

To be honest, I don’t know how they can do it.
Anet dug themselves a whole having to balance between healing power being too strong or weak. Right now, it’s pitiful and not worth unless you go all out for it.

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Seem like people forgot..

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520


Sure people will. The patch also revitalizes different DPS aspects in classes as well – namely looking at engineer and ranger, although some minor influential changes to mesmer. Necromancer, sadly, still didn’t get much love. Guardian and elementalist got loved but I don’t think they’ll get much just due to the fact that healing and vitality isn’t quite as useful as their DPS options but they’d get nerfed too hard for many aspects of PvE if damage was brought down to a level where support was an equal option. Warrior basically got nerfed but there are plenty of other options for warrior to help increase might stacking and dual wielding looks like it can be extremely useful for the DPS-oriented, god forbid this patch push people outside their comfort zones and anyone rolling warrior might swap some Zerker for Knight’s gear to compensate for their lower regen.

I think the biggest promises in regards to these patches will be that classes will get more DPS options and free trait changes. It will open worlds of possibilities – being able to support staff on ele in one fight while d/d nuke the next. It’s not quite “Select-A-Loadout” convenient but the dedicated will find love for the new system.

The changes being made are awesome changes but that doesnt change the fact that if you get a control/support/dps group together after the update, it will still take much more time than needed to finish a dungeon path. I am just hoping they are working on adding more supportive/tanky stills in the game because they plan on adding pve content that will utilize those roles.

With what we have seen, the new options don’t look any better than the old options. Just seems like the new traits are trading away damage for some gimmick in healing/defense/support. In PvE most stats are meaningless and sPvP won’t even be affected but WvW is going to be shaken by these changes.

I don’t understand trying to push defined roles onto players. Especially when stats such as healing power and toughness are horrible.

Gosh, it feels like I’m just a repeater….
“Defiance”
“toughness/healing power scale horribly”
“1-shot mobs” or “mobs cleave 75% hp in one hit regardless of passive defense”
“dodge mechanic”
“Vigor boon”
It goes on and on and on…

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Seem like people forgot..

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

At least you understand some of the underlying issues, op.

Although they haven’t said anything about adding more “skills” per se. They are adding new traits, but it leaves me wondering why they didn’t go with new weapons or utilities…

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[Suggestion] Armor Skin Designs

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Posted by: blakdoxa.7520

blakdoxa.7520

If people want these armors I don’t understand why they are looking to gw2 to provide them when Aion already has them.

Let’s throw logic under the bus!!!

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Slowly.... slipping toward the holy trinity

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Tank – inhibits the target(s). Applies weakness, cripple, and vuln, making sure the target(s) dont get to the other party members. No taunts or crap like that, but an inhibitor that can also take a hit if focused.

Dps – self explainitory.

Healer – self explainatory.

The buffer – applies the boons, increasing dmg, helping to prevent, etc.

Condition spammer – spams conditions to inhibit, dmg, destroy target(s)

Aoe’er -self explainitory

The cc’er – controls multiple targets at once.

And all hybrid forms.

There, thats what anet can focus on, not just the trinity

There shouldn’t be defined roles at all.

ALL of those you mentioned should be able to pull off hybrids of one another (BUT not have one do everything i.e. warrior, Anet’s golden child; possibly the cause of all these problems).

Hybrids ARE diversity.

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WHAT Builds?

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Nobody can even understand what’s going on anymore.

All we can do is watch this ship sink.

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Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

They’ve nerfed most builds people play, regardless if it’s berserker’s or not.

Which would be the goal EXACTLY.

Healers/Support gets new tools and significant buffs. Power-based damage dealers get slowed down enough that healers might actually be able to contribute.

There is a larger pattern and it’s really not that hard to deduce.

The game is entirely dominated by “Lone Wolves” who can accomplish all major goals without any Support or Control characters. Its one dimensional mono-role gameplay, and they are going to keep chipping away at it until Lone Wolves actually have to look outside themselves for help and become Pack Wolves.

You know. Like a trinity. kitten .
Why Anet is slowly sliding back into defined roles? I don’t know.
Being multiple roles was a great idea to start with. Although damage was at the head, players could opt for control/support options depending on what utilities, sigils, runes and weapons chosen.
What is Anet doing pulling away from changing (OR ADDING NEW) utilities and weapons? I see that they are changing (nerfing) runes and sigils!!

There’s just a huge disconnect there and cutting out damage isn’t going to do much to help bring supporters/controllers/healers up. They will be even more alienated….
Hell why would anyone want to just do support or control?

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Legendary Nothing

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Posted by: blakdoxa.7520

blakdoxa.7520

I believe the precursor were able to be sold but making legendary itself couldn’t be traded.

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Guardian - Do I have to change to Assassin?

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

Actually assassin is part of the “zerk” set and is getting nerfed as hard as celestial with the new update.
Since assassin is precision focused it already has less damage than berserker. Factor in the ferocity change and assassin becomes kitten poor…

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Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520


You still want a team of full berserkers. People will just be more selective and kick more often for errors/ways of play zerk that used to be minor or irrelevant. Most of the player base (pugs, casuals) get hit hard.

Let them kick then.
berserk gear needed a change to break up this horribly boring PvE and even tho there will still be zealous elfs who refuse to accept that other things than pure zerker works they’ll end up being a minority.


Let them kick then.
berserk gear needed a change to break up this horribly boring PvE and even tho there will still be zealous elfs who refuse to accept that other things than pure zerker works they’ll end up being a minority.

Everything works so I’m not sure what your point is.

My point is that it is not the game that is to be blamed for the lack of diversity but rather the players, when the only builds being accepted by the kitten s end up being berserker builds then that is all you get to see. Theres also a significant exaggeration in terms of how hard most mobs hit in these discussions..
I suppose exaggeration is alright tho as long as it further solidify the zerker builds position as the primary part of any decent blob.


I kind of get the logic behind this.

For most difficult encounters in the game (ie, not CoF P1 etc), theres a consideration between being survivable so you’re less likely to wipe and doing massive damage to make the fight shorter, so mistakes are less likely to happen.

Yes, you can do most fights (apart from stuff like Dredge, which you can but you won’t have a good time doing it) in zerker gear, but we’re human, we all screw up sometimes, especially in a video game because we play it when we’re in a relaxed mood and it isn’t exactly a life-affecting task.

If they reduce the amount of damage done by zerkers, and thus reduce the amount of time it deducts from a fight, there’s more incentive to get more defensive because wiping over and over again doesn’t make the run shorter.

Now of course, there’s the argument that attacks end up hitting you for most of your HP anyways so why bother going defensive. I never personally understood that. Reasons being:

1. The game doesn’t exactly consist only of 1HKO attacks. There’s a lot of encounters out there where the problem isn’t massive attacks but a lot of attacks coming from all directions. A tankier build helps a lot in those.

2. Even if you are on an encounter which mainly has massive damage spikes, like most of the ‘old’ bosses, there’s a huge difference between being dead and being left on 2K HP. Even if you got any HP left of all, you can retreat, recover and join back into the fight, where in a lot of fights like Lupi, getting downed often means you’re very likely to be out in a few seconds as well because your teammate won’t be able to always help you.

Of course, there’s the actual 1HKOs as well. But if you get hit by those, most of the time you really aren’t paying attention because they tend to have a huge telegraph that lasts for quite a bit beforehand. And no, Icebrood Wolf’s bite isn’t actually a 1HKO.

Oh my god….
What we’ve been trying to say is that nerking berserker gear won’t solve anything. Mob design and dodge mechanics are at fault here. In high level dungeons, mobs have been all figured out. There are no new interesting tricks, bells or whistles to make the fights anymore than an annoyance that need to be dealt with as fast as possible. Dodge helps by negating ALL DAMAGE (aegis too, but not important) that would have downed you in the first few seconds. You see how vitality’s and toughness’ importance is significantly reduced here? If dodge was gone what would become important again, hmm?

Because mobs are so numerous (along with being elite) it doesn’t make any sense to bunker up and make dungeons last 5x longer with periodic wipes making things even worse, does it? It would be better to take appropriate utilities while pumping out as much damage as possible to get that sort of situation over with. Additionally, VIGOR (imo, also a HUGE issue along with “endurance regen” anything) can be passed out to almost ensure surviving any encounter.

TL:DR
Unless something happens to dodge (never) and mob design becomes sufficiently better (unlikely), I don’t see how reducing our damage (being the first change to zerk gear) is going to change anything.

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Ferocity: A Failed "Solution"

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Posted by: blakdoxa.7520

blakdoxa.7520

there are huge bunch of people on these forums who don’t even understand the reason for ferocity change…

you think it is about berzerkers? no it isnt, it is not about your precious autoattacks while stacking, hiding behind the zerg, you will still be able to do this.

it is about powercreep.
the powercreep that was introduced with the ascended gear, and made a raw percentage to scale much faster than other stats.
that is why they needed the change and it was inevitable.
the “berzerker” build nerf it just a bonus.

Yeah mob power creep. Mobs just became a lot more difficult to deal with, solely because our damage had been reduced. NOT due to better/smarter AI but because of the blob of HP that has to be fought though while dodging hits that either cleave 75% of your health, regardless of defense, or just plain 1-shot you.

Do you understand that poor monster design is the root cause here?

I’m sure you’ve noticed the defiance/unstoppable band-aid before, that killed control.

And now we’re losing damage. It doesn’t make a spit of sense, since conditions don’t kill fast at all in PvE!!

Everything all wrong with this…

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Boon Duration Nerf

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Posted by: blakdoxa.7520

blakdoxa.7520

An actual boon duration rune set would be the answer here.

Then players would have to make a decisive choice on whether to take a full boon duration set over another set or mix and match set.

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Ferocity: A Failed "Solution"

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Posted by: blakdoxa.7520

blakdoxa.7520

While berserker gear will get hit it will be nothing compared to what celestial/assassin gear will have to bear. Additionally, it reduces the effectiveness of valk/cava gear too….

Man this sucks…

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Boon Duration Nerf

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Posted by: blakdoxa.7520

blakdoxa.7520

It’s not a nerf, but it’s something that they should have have designed in the first place. Runes are not supposed to be mix and match’d. 15% boon duration for (2) is simply too much.

Boon duration is not consistent, just like critical damage.

Runes were mixed in the first place because the set’s effects were absolutely atrocious. When we want efficiency we gotta play give or take.
I’d rather give up a complete rune set that garbage for my spec and take the two runes I need from that set and this set to max my boon duration.

See? Anet was too cautious of complete rune sets they became WAY underpowered. The next best thing was to mix and match to minimize your “losses” over not taking a full set.

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Devona's Rest Climbing and Expanding

in Looking for...

Posted by: blakdoxa.7520

blakdoxa.7520

DR is awesome wvw!! Come join us!

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Crit dmg nerf IS 25% not 10%

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

Wow that’s really a huge loss in damage there….

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Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Yeah I see this as monster power creep.
Mobs still stay their gimmicky-selves with 1-shot kills and toons of health and they are taking away damage?
I don’t know how slowing the dps race down is going to change anything, as people are going to try even harder to squeeze damage out.
Conditions require a crazy amount of investment but still don’t kill as fast as direct damage.
Trying to make players use more control and support? Control is ruined by defiance/unstoppable mobs. The only support that’s wanted is might and fury, with everything else being weak or situational.

Where’s anet going with this???

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Warrior and Necromancer

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Necro need those changes. Death Magic’s focus on minions kept me from playing class, as I needed toughness for builds but couldn’t stand those first two minor traits.
I, for on, am glad about the changes to necro.

In regards to warrior, their place still won’t change. They’ll still be at the top though a little shorter.

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Nerf on crit. damage

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Well this is monster power creep in a way.
We get weaker while mobs remain the same.

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Pyroclasm: The Definitive Guide to Burning

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Posted by: blakdoxa.7520

blakdoxa.7520

Any chance this guide will be updated?

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I know you won't like this...

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Posted by: blakdoxa.7520

blakdoxa.7520

But it’s about condition damage!!!!!!!!!

I couldn’t find any threads talking about Kindred Zeal.
I’m suspecting that it’s been overlooked as we only have burning as our damaging condition.

I was just messing around with a flame legion themed build for my charr and noticed with 25 stacks of corruption and might I get around 2663 condition damage (though I can only maintain at least 15 stacks realistically).

This is only just horse playing around with Kindred Zeal. For anyone serious about min/maxing, I bet you can get even more condition damage than that.

With free condition duration from maxing zeal doesn’t seem like a really good thing to try out?

Or is burn just not worth it?

P.S. Don’t forget that we can get other conditions like confusion with 4x Perplexity runes.

Devona’s Rest

Suggest new set of wings angel, devil etc

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Only in the gem store for the cost of gem transfer to a high pop server.
Then they would be acceptable.

IMO, wings are overdone, clutter and clip. Also stamps out individuality cause everyone and their mother will be trying to get wings or be wearing them.

In fact OP, you can go to the mounts discussions and see how that has worked out.

Devona’s Rest

New Mesmer trait ...seriously?

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

This mesmer trait will work nicely with CHILL.

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Official-New Traits

in Ranger

Posted by: blakdoxa.7520

blakdoxa.7520

Read the Wind
This was originally a gw1 skill, but hell even I didn’t use it that much…
There were just WAY too many ranger skills that were far better than Read the Wind.

It may seem nice they are bringing things back from gw1 but this craptacular implementation is leaving a “big brown stain” on gw1 legacy…

Devona’s Rest

Mistforged Hero Weapon Unattainable for some

in WvW

Posted by: blakdoxa.7520

blakdoxa.7520

Do the people making these decisions even play wvw?!

Should know by now this was a move to keep the PvE players preoccupied for the duration of season 2, while Anet somehow scraps up “content” for “the next big thing.” Now we have a lot of PvE-only players invading WvW chasing a carrot on a stick that aren’t even the least bit concerned about WvW at all.

Devona’s Rest

Season 1/2 are exactly the same Bad move ANet

in WvW

Posted by: blakdoxa.7520

blakdoxa.7520

Tournament Season 2 is not for WvW players.
Tournament Season 2 is meant to be quick update for PvE players so they will have something to do before LS Season 2 hits the game. You know this thing called Achivements right?

And well PvE palyers don’t care about commander system, they don’t care about something called world rank ability points.

But they care about Mistforged Hero Weapon

WOW.
If there was ever any truth about season 2. THIS IS IT.
Man, it’s complete garbage too…

Devona’s Rest

Guilds and Their Various Problems

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Honestly, this game should have never been named Guild Wars anything.

All it does is soil it’s predecessor name.

Devona’s Rest

Sorry excuse for content.

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Sure got a lot of people hanging on in hopes of radically good changes happening.

Ha.

Devona’s Rest

Make the Shadow Behemoth the next Tequatl

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

Wow didn’t think so many people were adverse to challenges in their games.

Kinda speaks to the end times of mmorpgs.

“I just want rewards. No hard content pls.”

Devona’s Rest

Chill and Immob are too strong.

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

Theses aren’t a problem in PvE.
But I don’t get players nowadays. Direct damage is too strong. Conditions are too strong.

Everyone should hit like a wet noodle and wear wear full cleric with 10/0/30/30/0 traits.
Hyperbole this. Hyperbole that.

Anyways, this can only be an issue in PvP environments where you might get focused down. In that case, stacking duration is working like it should.
Immobilize doesn’t happen enough when you have players carrying a variety of weapons and utilities. When you start seeing the same/similar builds using specific traits/weapons/utilities (i.e. Hammer Guards/Warriors or Chillmancers) consistently, yeah there’s an issue with that.
But as with having variety in a game such as this you can deal with them, though condition cleanse, traits and utilities. They don’t need to be nerfed as there are already substantial counters to them.

Devona’s Rest

Meteor Shower + Tornado

in Elementalist

Posted by: blakdoxa.7520

blakdoxa.7520

Oh okay, he’s a ginger so sometimes we don’t know if what he says is true or just an attempt to steal our souls. Thanks man I appreciate the reply.

Reported for racism .

off: Noted. Life taken too seriously.

It won’t garner any attention from the devs. It is working as it should.
Tornado buffs damage and meteors that fall after your elite comes up will gain the added damage.
Same deal with Glyph of Storms.

Devona’s Rest

Necromancer balance

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

I don’t know whether it’s been mentioned or not but the first two Death Magic minors need to be thrown into a furnace.

Devona’s Rest

Why you should bring minion mancers to alpha.

in Guild Wars 2 Discussion

Posted by: blakdoxa.7520

blakdoxa.7520

I can’t see minions being useful at all.

That’s basically instant-vaporization for your whole team.

Devona’s Rest

Death Magic Minors

in Necromancer

Posted by: blakdoxa.7520

blakdoxa.7520

Thanks for bringing that up. These two traits can’t be allowed to hold back necro.

Devona’s Rest

Compilation: New Death Magic Minor Ideas

in Necromancer

Posted by: blakdoxa.7520

blakdoxa.7520

Refreshing bumping this cause we can’t let those two traits kill the usefulness of Death Magic.
Has there been no further comment about changes to neco, in particular those two traits?

Devona’s Rest

(edited by blakdoxa.7520)

Death Magic Minors

in Necromancer

Posted by: blakdoxa.7520

blakdoxa.7520

It drives me freakin nuts !!!!!
EVERYTIME I try to build a necro, the 5 point and 15 point minors just get under my skin… writhe about and poison every single good idea/theme I have!!!!!

Don’t these two minors drive you nuts as well???

Is this not the most insane way to shoehorn minions into builds using Death Magic, whether they use minions or not??!!!!

I just can’t feasibly use this line useless I’m planning to use minions (ONLY Flesh Wurm). The Jagged Horrors are absolutely useless and only become marginally useful when paired with 30 points of investment in Death Magic for Death Nova. That’s only if they even get near their target!!!!

Protection of the Horde is only useful as long as your minions are alive.
Not using minions? Out of luck buddy. You’ve got a useless trait.

I don’t know how anyone can think having those two minors is good… Except those… pseudo-minion masters….

I hate to drop “back in the ole gw1 days” here, but gw1 had minions right for the most part. Using dead mobs to raise minions, having actual Jagged Horrors and REAL minion masters, instead of the whatever crap we have now.

For the life of me, I want to play a necro, but I’d have to play PvE forever because I’d have no toughness whatsoever. I can’t stand to have to use minions, with Flesh Wurm being useful for the teleport.

Please tell me Anet is going to remove those two traits in the near future….

Devona’s Rest

#elepocalypse

in Elementalist

Posted by: blakdoxa.7520

blakdoxa.7520

This gonna suck… Gett buffeed into OP and then NURPHED into the grouund….

Devona’s Rest

Need some advice from you experienced eles!!

in Elementalist

Posted by: blakdoxa.7520

blakdoxa.7520

Thanks for all your guys help!
I made further tweaks to the builds and they should come out alright.

Devona’s Rest

Need some advice from you experienced eles!!

in Elementalist

Posted by: blakdoxa.7520

blakdoxa.7520

I have to say I dont like Fresh Air, tried it out, but the attunement recharge solely on air is not justifying for a 30 point trait in my eyes.

I think Fresh Air could work well with One with Air and Aeromancer’s Alacrity. In fact I might switch out Bolt to the Heart for AA. But on DD I personally don’t see it making much a difference.

Devona’s Rest

Warrior ... hammer

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

Oh hey! I’m switching to a hammer/sword build too!
Dat cc man.

Devona’s Rest

why nerf Berzerker?

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

What did people expect with no trinity?

Encounter design where glass cannon was the high-risk/high-reward playstyle it should be instead of low-risk/high-reward?

I have no issues with highly skilled zerk parties blasting through content without much trouble. I do have issues with mediocre zerk parties blasting through content without much trouble. Right now, the NPC design is such that active defense on players is greater than the offense from the mobs and bosses. It’s a simple change that’s needed.

However, to quote Jim Butcher “Lifting an engine block is simple, it just takes a lot of effort.”

There’s something wrong here. You’re saying there’s no skill required for PvE content right?
Maybe that’s the issue skill isn’t a factor in regards to PvE content. Especially when this game is all about damage.

Control? Unstoppable/Defiance
Support? Might, vigor, and fury are the only good support… Since protection, aegis and everything else doesn’t protect against one-hit kills.

Devona’s Rest