Showing Posts For boneduste.4023:
Hopefully Anet can answer this or someone can point me in the direction of a post that answers this. I will put out a guess that 5 was used since sPvP is 5v5, so there is no reason to have it unlimited. This breaks in WvW and even PvE.
Can we have the limit removed? If not removed, how about raised? This will help with many situations, most importantly for me (WvW) is the mesmer portal bomb.
To be completely honest i’d rather have a limit of 5 than let 1 elementalist and necromancer deathshroud drain *facepalm steamroll an entire zerg
Seige is not limited
Mesmer portal bomb breaks WvW because of culling and turtling (thank god that was fixed
If you spread out and don’t turtle, removing the AoE limit will not crush an entire zerg since there is a radius limit on all AoE attacks. It will crush the dozens of people who huddle together using the % to their advantage (hoping they are not one of the 5).
Hopefully Anet can answer this or someone can point me in the direction of a post that answers this. I will put out a guess that 5 was used since sPvP is 5v5, so there is no reason to have it unlimited. This breaks in WvW and even PvE.
Can we have the limit removed? If not removed, how about raised? This will help with many situations, most importantly for me (WvW) is the mesmer portal bomb.
Limit people using portal will change nothing
simple ours mesmer will port other mesmers and they will port ours squad.
Ur life will be extend by 3-5 more sec that is it.btw that post wasn’t send by any Arena developers only by some frustrated guy and so many other frustrates follow and whine there so there is no plans to nerf it and that is good because in so many situation portal is one of just few counter-strikes which can work against larger or stronger group.
that type of people will be not happy ever, in they nature is to be fail and blame others for it.
get some skill and do not afk when siege, check keeps when taken and for good sake scout and look around or just die go do some pve because you clearly blocking space on map for some one who know what to do.
Stop with the ‘Check your keeps’. THAT is not the issue. THE ISSUE is unlimited persons through the portal, only limited persons can be hit on the other end.
Seems like lifting the AoE limit is the way to make everyone happy.
Enough with the worry about stealthed people in keeps and the 1 min cooldown and the culling issue. It is directly related to the imbalance between unlimited affect (number of persons that can use the portal) and limited effect (AoE can only hit 5 persons).
Dont limit the game in W vs W more than it is already, the change on portal would lead more mesmers and more portals to appear in the castle would not change much
5 player per portal it would be needed to have only 10 mesmers sync the portal in tha castle to hava a small group inside.
i would rather say let the enemy use the portal also!EDIT: also the AOE limited to 5 was desapointing news, take the 5 limit everything would be better IMO, even zergs/turtles had to scatter. the game look dumb like this if people dont evede its their fault….
5 player portal would be fine, because it would require more persons to co-ordinate and those persons going through first, if the others don’t follow near immediately would be subject to quite a bit of AoE.
Enough with the worry about stealthed people in keeps and the 1 min cooldown and the culling issue. It is directly related to the imbalance between unlimited affect (number of persons that can use the portal) and limited effect (AoE can only hit 5 persons).
Remove the keep hiding issue. Remove the culling issue. Let’s set the stage on an open field. Let’s have 10v10.. Side A opens a portal on their end (behind a rock) and a mesmer comes running into the open. Side B sees this and prepares for a portal! Side A’s mesmer drops the portal. Side B decides to drop 10 AoEs on the portal and wait.
Given the game mechanics, upwards of 50 people can be affected by the 10 AoEs dropped by Side B, but we don’t know how the system decides which 5 *. With that said, you might be able to drop 5 people instantly (all 10 AoEs hit the same 5 people) or it evens out (each person on Side A get’s hit by 2). Broken/not broken is a matter of opinion (we don’t know what the intent was), however it is OP in relation to other players and defending.
Some might say " how is that different than open field"? It is different by the nature of how people run at varying speeds and distances from each other. Let me explain in relation to how I believe the AoE system picks a target.
Being a programmer I can only say how I would program the system and therefor speculate on how they do it. I would design each skill as its own object with internal structures and counters. I would take the center of the AoE skill as the center of the object (this is somewhat supported by the fact that until the center of the AoE is moved to an invalid location like over the top of a wall, it stays green). I would start doing collision checking from the center and once I hit 5 targets I stop.
Depending upon how the portal places you once appear on the other side, there could dozens of people in the same ‘spot’ at which point the AoE system would have to pick one at random. The chances of dozens of players being within pixels of each other in broken field running is slim-to-none, so the portal does change the dynamic of the game in a way that renders defending nearly impossible.
I play a Necro and I would love to see them lift the AoE cap. This would require more processing power on their end to enable my AoE object to tag upwards of 2x server population (there are 2 opposing forces for each server). If however they do not lift the cap, I have to say they need to limit the number of persons that can use the portal.
I believe Necros do have a signet that revives actually dead players. Mesmers have no such skill of reviving players, at least fully, they are put into a vengence state like the warrior down state, and if they can’t kill any1 they’re dead anyways.
Only downed players.
We are currently at 2 week fights.
I have a question for HabibLoew regarding his answer. It centers around this specific set of sentences:
As you may have heard we already have a fix for the server-side culling implemented for sPvP. Because sPvP has dramatically less players we were able deploy our fix immediately without worrying about downstream side effects. WvW, however, operates at a much larger scale than sPvP and so we have a number of additional hurdles to clear before we can turn on the server-side fix.
What “additional hurdles” would need to be cleared? SPvP is just a smaller version of WvW. Why would those fixes not be applicable?
They mentioned the purpose of ascended gear was to give those who reached exotics something to do in the massive gap between exotics and legendary. Maybe the point of having them not take sigils/runes is to make people chose between a stats+ability (sigil) vs a pure stats (ascended). What if they add to this gap by making some sigils more powerful or increasing the proc time. It would help even out the gap between exotic and Ascended.
Alright, my AoE damage can hit at maximum 5 players. Let’s say there is an enemy portal that appears. Let’s also add 3 others around me that can do AoE damage. As soon as enemies start portaling in we attack. At most we hit 20 individual targets, at least we all hit the same 5. There is no limit to the number of persons that can use the portal, so there is no effective defense against a ‘portal bomb’.
I can only think of 3 options for changing the above dynamic:
- Remove the AoE maximum hit cap — There is already a radius cap.
- Limit the number of ‘users’ who can use portal — Limit the number of users to say 10 (double group).
- Change mesmer portal to be group only — Until they increase the size of groups, I don’t think this is viable.
I think toughness is great. I am a strict condition build necro (30/30/0/10) and have Prec/Tough/Cond armor (svanir) and I last quite a while. The key to a necro is not only how you build them, but how you use what you have. For instance, BiP gives you a stack of 10 might for 12s. If the enemy is closing I hit them with that, then go DS and hit them with Life Transfer which increases dmg (up to 2k a hit for 2-3 of the last hits), which not only does nice dmg, but keeps my life up, which I then use to hit them a few more times or simply use the extra life force as health. I can then dump out of that and into plague form (blind) and kite them a little longer. When I come out of Plague I can hit them with the usual scepter/dagger combos.
This is just an example of how to use all of the necro abilities together, not just one or two. I don’t think the necro has any single ‘killer’ ability, but use them together in what you might call “extended combos” and you can be a force on the field.
Spite (V) — Spiteful Spirit — Retaliation for 3 seconds when entering DS
Curses(IV) — Weakening Shroud — Cast Enfeebling Blood when entering DS
If I have both of those traits I am hoping both conditions are triggered on my foe. Anyone know if this is true or not?
http://wiki.guildwars2.com/wiki/Target_the_Weak_
Basically you get an additional 2% dmg done by your direct dmg attack for each condition on the target. So as an example if your target had 10 conditions on them (+20%) and you hit them for 100 with your scepter (not the bleed the direct hit), you would do 120pts.
I think not maxing out condition in a condition build is a mistake. If you are looking to discuss the merits of a hybrid build vs a condition build, that’s another story.
I have 30/30/0/0/10 build and picked Prec/Tough/Cond (I use svanir armor, hoping to get arah armor for looks) with Superior Rune of the Undead in all 6. I use scepter/dagger with Superior Sigil of Corruption in my scepter (lidless eye) giving me up to +250 on condition dmg (10/hit stacks to 25). I have Superior Sigil of Blood on my dagger(Malefacterym).
I last quite a while and if you ask my guild mates they think it’s hysterical that it takes forever for me to get dropped. The reason is not just toughness, but I use my heals, conditions, plague form (yes this is a must) and DS to give me multiple avenues to survive. Necros are a complex build that require timing and skill.
I use this build for PvE and WvW. I do nasty dmg and great survivability. I also have condition dmg in my jewelry where possible (I can list that if anyone is interested).
As for the question about monsters and toughness; different monsters attack based upon different factors and yes there are some that hone in on toughness. They are usually boss monsters or higher end monsters that I wouldn’t want to solo anyway so with a good team you can take them down.
Having the camera pan above the character and start to slowly spin (like a soul looking down) would prevent the effectiveness, but allow for the mechanic of another person rezzing you.
Carrying off bodies would add another tactic to the game, since that would be used during large battles. Rather than leave the opposing bodies you pick them up and carry them away. That would add to repair costs (since you couldn’t come back and rez them) and no one would go for that.
If the theory goes that BG is weak and JQ is simply exploiting a weakness, then why is there such a gap between JQ and SBI? Wouldn’t JQ want to push SBI to gain first? Simple explanation (and simple is usually the most probably) they are happy being in 2nd place and don’t want to jeopardize it by attacking SBI. If the fight were more in line with what others are saying then you would see a closer gap between the SBI/JQ than between JQ/BG.
Simple solution: If you alt-F4 your character instantly dies. This would provide the bags people are looking for.
Uhm no, seems more you have to equip MF gear even before you engage the enemy, to get better loot. And no, looking the dev answer, MF gear is just related to enemies, not bags, mining, chests etc.
I don’t think it would be before you engage, since the system doesn’t know if you even deserve loot (and therefor roll what the loot would be) until the enemy is dead and it tallies who did enough damage to warrant loot.
Since bags are valid loot from enemies and are not chests, I don’t see why this wouldn’t qualify. A bag is no more than a collection of loot that only takes up 1 space, while a chest is a different ‘animal’ altogether.
The dev said nothing about mining or gathering.
It does not work on the Mystic Forge, magic find only effects the loot generated from killing monsters. (this includes crafting materials, higher tiers of loot like rares & exotics… etc… )
If I read this correctly, the ToT bags, Heavy Bags, etc have their contents determined when you kill the monster. With that said, killing a monster and THEN putting on your MF gear is useless, you need to have the gear on at the time of death. So the ToT bags that I have saved up already have their contents determined in the database and it is not random when I click to use it (no MF gear when I collected them ).
With regard to the crafting materials, I think that refers to the crafting materials you GET from killing, not using a crafting skill.
The one question I do have is harvesting. Does MF gear affect the chance of getting bonus items when mining ore or harvesting crops?
Why not make the orb a ‘Condition’, which prevents any type of accelerate or enhanced movement for the carrier? No speed buffs, no portals, nothing. This would require break-ins to keeps to have the manpower to escort the orb back to the invader’s secure location. Depending upon how the fly/speed hacking is done, it might even prevent that.