Not sure karma training in EOTM instead of actually fighting players is any sort of qualification for anything WvW related. However with that said, I suppose it is better than the absolute lack of any kind of communication ANET has given WvW.
Of course, this is all garbage anyways to try and make it look like something is being done. We all know that they have no WvW devs or desire to improve things.
Clarification, is that doable only karma training eotm?
If you are rank 2500 and have less than 10k kills, is that only doable by playing 100% EOTM ?
1200 range immob with short cooldown in signet of earth.
In addition to the dagger skills, you can also tap your reverse direction key and burning retreat.
FGS 3/4 also are gap closers.
Still bugged and still not on any list. This is easily reproduced with minimal testing and should be a quick and dirty fix. Probably just some data points set wrong.
I will have to disagree. We are a heavy melee train, but our ele’s are still expected to time our damage appropriately. Really, any eles that know how to play the class and are willing to work together are already coordinating water fields, cc, and damage. Eles that limit themselves to strictly a support role are not only hurting themselves, but the people they play with because they aren’t maximizing effectiveness.
On topic: The sigil is bugged
Off topic: So which weapon swap sigils do you think are superior?
Not concerned it is a bug, I know it is and its been posted for a long time.
Staff eles in WvW should be using Sigil of Fire in the current state of the game tbh.
Why? On swap sigil are still crazy op for the ele class even if the main one got nerfed some +60 power evey 9 sec that last well over 20 sec is a lot better then rng aoe dmg.
On crit with icd sigl are not that good on aoe attks they can go off on any one you hit and put it on cd so your main target may not get hit by the sigil but some off target dose but you would never work it out.
For a staff ele, sigil of fire does more damage than battle or strength is WvW and its not even close. Not only that, it is front loaded, which is more important than damage over time.
However, I should clarify that I only run with my guild in WvW and we coordinate our hits. Pretty much every time my melee train hits another group, I am time my AoE burst with it. Given that we run a couple of eles, having an extra 1300ish damage X number of eles front loaded on an enemy group is vastly superior. Given the nature of fights, positioning, and hit frequency …I can pretty much guarantee my fire proc adding to the burst each hit.
Now if you are just spamming abilities on whatever…. you may have a point, but the fire proc still does more damage over time. /shrug
Not concerned it is a bug, I know it is and its been posted for a long time.
Staff eles in WvW should be using Sigil of Fire in the current state of the game tbh.
Don’t have the capacity to take vids. It takes about 2 minutes to reproduce though and can be done 100% of the time.
Since you aren’t manually unequipping your weapon you shouldn’t lose your stacks, but they did this to stop people exploiting bloodlust. Of course they never compensated eles and engineers for the change to it though…..
This has pretty much always worked like that, but I am unsure if it is a bug or not. What happens is when you equip a summoned weapon, you no longer have daggers equipped so you get dropped out of run speed.
So I take it that by the lack of ele feedback, that we aren’t overly concerned about a sigil doing less damage for our class than others. Given that I play WvW as primarily staff, it is a pretty big issue for me.
Did this make it on to the bug list?
Weakness is really strong, and to think you can almost constantly apply it to a target if you wish ….. not that I would use GoeP anymore.
Surprised more of you, at least those that WvW, aren’t upset about the reduction in the sigil of fire proc damage from some of our abilities, particularly staff…. or if anyone of you have even noticed the bug.
1. Get two characters: 1 staff ele, 1 of anything else
2. Normalize power between the two so they are roughly the same. (both should amp up there crit chance to make the testing easier)
3. Make sure you have no buffs like might or other random traits to increase damage.
4. Proc the flame blast with water/earth/fire #1. (make sure buffs drop from attune swap first) Have the other character proc the flame blast and compare damage.
5. Now proc the flame blast with ice spike, eruption, lava. Compare damage to #4 above.
How’s that 50% damage reduction flame blast treating ya?
The Superior Sigil of Fire is hitting for 50% less damage on some abilities than it is for others.
I tested with Elementalist Staff and compared to another class with weapon damage and power over roughly 100 procs from each skill.
Summary:
Fire #1, Earth #1, and Water #1 proc the flame blast for the same damage as the other classes attacks. Most of the other staff abilities proc flame blast for roughly 50% less damage than those three staff auto attacks as well as 50% less than the procs from the other classes attacks.
It’s a pain to read this thread as it seems that many can’t think out of the box
You have that backwards. Wanting a level cap increase is thinking inside the box.
Fun tbh, not increasing it would probably lead to grind rather than fun, since everyone already got the best gear out there
Fun? There is no fun in leveling. It sucks and is only a necessary evil because every MMO feels the need to put some stupid treadmill to keep mindless idiots chasing imaginary carrots. That is far easier than making actual content that is dynamic, engaging, and fun.
I will echo what someone else said …leveling IS the grind.
Short Answer
sPvP = always 5 v 5 standardized gear and amulets – easy to balance
WvW = 50v90 or anywhere in between with no standard to stats food buffs or gear – impossible to balance
PvE = Cruise Control – no need to balance
Like I told the others and for the same reasons, that isn’t an answer.
Because making changes to the entire ruleset of a game, rather than parts of the ruleset, means less work down the line. Making exceptions makes more work for people on both ends of the game; people programming the game need to code those exceptions and need to add separate code for each game mode, and it also makes it more difficult for the players to understand.
They have already gone that route though. Certain abilities already work differently in sPvP than they do in other aspects of the game.
Without being intimate with the code, you really can’t say how much more work it may or may not be. It could be something as simple as a game mode flag check and two lines of code to set the might stack value (for example) …. I don’t know the source and neither do you. They found it viable enough to do in the past, so why not now?
Also, I believe your logic is still flawed at the base level. Potentially creating issues in two other facets of the game, both with far more players and content than sPvP, can be vastly more work and time to resolve in the end.
Most of the balance changes are naturally going to focus on sPvP, as it’s the most sensitive; 3-5% tweaks can be a pretty big deal in a format characterized by dueling as even something minor like that can swing who is favored in a match-up.
Balance in PvE on the other hand is really coarse. Small changes in damage output or defense simply do not matter there at all. PvE centered balance changes are necessarily structural in nature – big changes to numbers to make unused skills viable, restructuring of traits or weapons, etc.
So generally you fine tune around PvP and make structural changes to get lots of things in the same ballpark for PvE – making sure the PvE changes don’t lead to something degenerate in PvP, and generally not caring about the small tweaks percolating out to PvE as it so rarely matters.
You are basically saying that because sPvP is difficult to balance, screw PvE and WvW. That is a cop out and not a real reason to limit sPvP balance changes to sPvP only. Like I have said numerous times, it has already been done in this game for other balance issues, so it is not a groundbreaking concept.
As far as PvE goes, I could care less about it on a personal note. I only play this game to kill other players, not mindless scripted encounters. There is literally not one valid reason to limit impact of needed changes for sPvP to the sPvP environment only. If anything, I can easily make an argument that WvW is way more difficult to balance than sPvP and because it has a larger player base it should be the priority when it comes to balance changes. That, however, would be an entirely different discussion and not really relevant to the issue I am raising.
So again why not balance sPvP in sPvP only?
Because PvE balance is relatively easy to do compared to PvP balance.
You are leaving out WvW from your reply.
Also, your logic isn’t very good. Why potentially unbalance other aspects of the game to try and balance sPvP when you can just make the changes specific to sPvP only. Seems to me it is a lose-lose situation as you create more work for your company while kittening off your player base at the same time.
Wvw not made to be balanced in a lot of ways it CANT be balanced that just how open pvp works and when you add in large numbers that have no min or high max to the mix you see even less balancing.
Again.
What reason is there for not balancing sPvP in sPvP only? It has been done in the past.
The issues they are balancing for are generated from sPvP only.
Uplevel/bad player constantly dies and rallies —→ Guild/Commander avoids uplevels/bad players --→ Uplevels/Bad players don’t get any better —→ Uplevel/bad player constantly dies and rallies --→ Guild/Commander avoids uplevels/bad players —→ Uplevels/Bad players don’t get any better
Yup, rally system is a good idea.
Just kittening nerf the hell out of eles and engis and eveyone would be happy. Serously, they should have not let the meta stay stale and dry like that in a kitten long period of time. Not everyone wants to play those two professions. Balance should be done more frequently but if they cant do it then there .should be huge changes not just some minor shavings.
That is thoughtless and silly. There is nothing wrong with those classes outside of sPvP. Hell, there is nothing wrong with those classes IN sPvP if the celestial gear combined with might stacking weren’t a problem.
If they would not complain, changes would be very small. It is our big and large feedback combined with raging opinions that define what designers do.
This is absolutely not how it should be.
Designers need to be the final bastion of judgement when everybody else is QQ’ing. They should really know when something is broken, or just advantaged by circumstance.
My biggest issue is the needed sPvP changes that are specific to sPvP aren’t being made period.
What is happening is that ANET is once again impacting the entire game while trying to balance sPvP when nearly all the changes they are putting in for class balance isn’t relevant or needed outside of sPvP.
This is just not a smart way to do things and reeks of laziness.
Honestly, the WvW and PvE game modes .. how shall I put this. They’re an endless blackhole of balance resources. There’s significantly more variables, outliers, and imbalanced number of players.
Individual profession balance is more magnified in a 5 person team comp. When it’s 4 vs. 14, each player varying in performance by 40% depending on food and buffs, I can see why Arenanet doesn’t seem concerned with item & profession balance.
However, I think a perception by players that Anet doesn’t care is bad, and they should at least throw some ez-pity balance changes WvW/PvE’s direction.
You are making my point even more valid. ANET has in the past made changes specific to sPvP that didn’t affect other portions of the game. Why are they choosing not to at this time?
Do they lack the resources? If so, it is going to take far more resources to fix balance issues they cause in other aspects of the game.
Or do they just not care anymore? I find that one hard to believe about PvE as it is their cash cow, but I totally get it for WvW as they abandoned that a long time ago.
So what is it? Internal dysfunction? Lack of foresight? It would be interesting to get a dev response, but I am willing to bet that never happens.
Has nothing to realty do with ppk being removed or added more seems to be some type of “soap box” talk about the worse that you have with wvw. The sec you start talking about wvw being Ignore your comply off point making every thing else you say pointless to read.
Any way Ppk helps even out coverages so if you can make the well covered times by both side more point rich then the down times where one side may have better coverages then the others will not comply win out the week. As things stand the ppk was not high enofe to comply fix this that or ppt was still to high. The best “fix” would be to lower ppt over all and make keeps towers more points of attk / def for a fight more then simply just holding.
The big problem with this is it makes other time zones or ppl who play in the odds times are simply not that important to the points that week so with out ppk even one is equal if the coverages is equal with ppk only the prime times are going to be the main points.
I realize english isn’t your primary language from your wording here and I am having difficulty responding. Perhaps this same language barrier is preventing what I posted in making sense to you the way I intended it.
Yes I did soapbox a little, but as a WvW player, I more than am justified in doing so… but I didn’t ‘just soapbox’. What I posted was completely valid and relevant.
My post is pointing out the face that only have PPT in place is inherently flawed and always has been. PPK is something to remedy that as it gives a rewards for actually fighting players and beating them. Less points should be given that currently are for PPT so more weight is given to PPK and having bloodlust. Is PPK the only answer? No.
Not sure why you quoted me with your response as it had literally nothing to do with what I was commenting on.
The only effect it can possibly have on PvE is to make dungeon runners take a few minutes longer to do a run (not game-breaking). Maybe it takes a few minutes longer to take down a World Boss (possible issue that may need to be addressed).
Actually, using the term “game balance” when talking about PvE is kind of chuckle worthy (as the PvE side of the game has very few “difficult” parts).
I didn’t mention PvE specifically. Outside of sPvP, there is both PvE and WvW. I will contend that WvW is even more difficult to balance than sPvP because of all the added variables like the food and buffs.
There is no question, for example, that a cele ele is balance issue in sPvP. However in WvW, they are not even close to being optimal for most situations. Why not just limit balance changes for sPvP to sPvP only as they have for other changes in the past?
You really aren’t making a counter argument to my statement.
Because PvE balance is relatively easy to do compared to PvP balance.
You are leaving out WvW from your reply.
Also, your logic isn’t very good. Why potentially unbalance other aspects of the game to try and balance sPvP when you can just make the changes specific to sPvP only. Seems to me it is a lose-lose situation as you create more work for your company while kittening off your player base at the same time.
As with every mmo out there, a level increase would make perfect sense, if a genuine expansion is on its way. For anyone who still believes GW2 is a special snowflake…well, time to wake up.
No it wouldn’t. Other games haven’t done it and it serves no purpose outside of making a bunch of people who are barely hanging onto the game now rage and quit.
In fact, it makes no sense. There are other ways to provide progression.
I think raising the level cap would be a great idea.
I don’t what level Anet would raise it to but doing that would give playing heart of thorns more of a reason to play think about this:
A’lot of people are at 80 now and cant seem to enjoy endgame (though i am quite a bit)
raising the level cap with new content and new skills (we definitely need new skills)
would give a reason to play heart of thorns.
Stupid idea and I guarantee you that myself and most of my guild would be gone the second this released.
Ignoring WvW for so long has caused more revenue loss for them than anything else. Its like they fail to realize that WvW players spend money too and also play other aspect of the game as well. Not only that they are guild mates with and friends with people that don’t WvW but whom they influence.
The truth about this game is that you get rewarded for not fighting players in WvW. The best way to get PPT is by being where your enemy is not, and that is very obviously inclusive of ‘coverage’. In fact, the ‘coverage’ discrepancies only further accentuate that fact.
So yeah, the game has been inherently flawed from a design standpoint since the very beginning.
Don’t get me wrong, celestial is very good small man or solo …..but it isn’t dominate in WvW the way it is in sPvP. In fact, I see very few celestial eles in WvW that actually use the gear set the right way. Most think they can just do what they do in sPvP and find the same success. I eat those guys for lunch.
You can argue as much as you want. Celestial is superior in 1v1s. You wont be able to kill a celestial in a duel with your mixed build.
I do it all the time with my ele, and its generally not even close. You minimize the condition damage and their damage output becomes garbage. The little extra sustain they get doesn’t compensate for how much harder I hit them.
/shrug …maybe its just me.
I am confused at to why balance changes are going live in the next patch that will affect the game as a whole when the issues that generated to problems are mainly isolated to sPvP. We all get that certain classes are problematic in sPvP when celestial amulet stats are combined with might stacking, but this simply isn’t the case in the rest of the game.
My worry is that many of these changes will impact things negatively in every other aspect of the game. Why not just make some of these balance changes to sPvP only as that is the only place they are applicable?
Disclaimer: If you are actually implementing these changes in sPvP only, I did not see where that was communicated, so I apologize.
Thanks
My biggest issue is the needed sPvP changes that are specific to sPvP aren’t being made period.
What is happening is that ANET is once again impacting the entire game while trying to balance sPvP when nearly all the changes they are putting in for class balance isn’t relevant or needed outside of sPvP.
This is just not a smart way to do things and reeks of laziness.
So nerfing D/D in WvW and PvE for an issue that was only really in sPvP is a lazy and thoughtless way to go about doing things. They have done sPvP only nerfs in the past, and this change should have been one of them.
You are kidding right? A regen condi ranger is pretty much unlikable in a 1v1.
Not really, in my solo build I have lost exactly 0 times to a ranger 1v1.
The OP is a ranger and is complaining everywhere in game about ele’s. He laid into me the other night in sPvP because I was playing an ele and verbally abused me the entire time because I kept killing him. I would just disregard what he is saying to be honest as it holds no value considering the game play involved.
For a little perspective, he got mad that I killed him in cele gear the first match. Then I switched to condi spec the second match, and he got mad that I killed him in ‘cele gear’. The third match I switched to soldiers for giggles and killed him again and he spent the entire time telling me I was bad and all I did was spam buttons and that d/d was easy mode. I then switched to this account to see if he was doing it to ‘any’ ele that killed him and proceeded to get verbally abused after I killed him on a scepter build because I was in cele armor. I then switched to a scepter/focus condi build and killed him again the next match I saw him in…. and you guessed it, got verbally abused.
So umm yeah….