https://www.youtube.com/watch?v=6q3em9s5I4c
https://www.youtube.com/watch?v=6q3em9s5I4c
Necromancers are only good for zergs. The potential of every other class outweighs the potential of a necromancer is EVERY SINGLR ASPECT except the ONE condition DMG build that have very small sustain.
That is not true. I have seen you make this claim in a few threads, but I have yet to see you offer any evidence to support it. Nor does my experience suggest you will find any evidence.
As for using condition damage is dungeons, that is stupid, someone else’s condition damage will override yours.
Doubtful. Anytime I am the only necro their, I am the only condition focused build. Heck, I go to world bosses and see all of my damage tick. No one else uses conditions. All of that aside, when I run power, I dish out a great damage out put.
https://www.youtube.com/watch?v=6q3em9s5I4c
You did not offer a fair comparative perspective since a cooldown on top of the adrenaline requirement would not make it equal to other professions who only have a cooldown and no power-up mechanic.
You have no clue what context I was discussing that in, because what your saying is not the same context of my conversation. I was discussing if the decay aspect was reverted, and using the idea of it being a cool down instead.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
I really wish you actually know the “other classes” before commenting. that would be really appreciated. Thank you.
Well, that one class is or isn’t over- (or under-)powered doesn’t mean other classes cannot be over-/under-powered. Remember, balance is not done by comparison-only in MMORPGs. There’s a baseline everyone needs to be at, long-term.
Lets be honest here. Balance is a matter of opinion. In my experience with MMOs, balance is based on the opinion of the game developers. In many of those cases, their opinions can be swayed by player feed back.
We need Adrenaline to be fixed.
Wasn’t it just fixed?
Exactly. It seems to me, as if certain, not all, but certain players got spoiled on being over powered and when they became reasonably average, like the other professions, the post about it as if the sky is falling.
If they think it is so bad. Lets take adrenaline off of their F1 skill, and give it a flat 30s-kitten cool down like the rest of the profession, and we will see if the are singing the same tune.
Actually you’re wrong.
The situations are not comparable because sadly adrenaline has to be built up. Other classes can just press F1 whenever they feel like it without having to power it up.
If you want to change it like that then give warriors 100% adrenaline upkeep along with that cooldown.
You seem confused. I stated my opinion. I made it clear it was my take. You seem to have trouble distinguishing the difference between subjective and objective.
As well, other professions cannot just press F1 when ever they want. It is a cold, hard, fact, that if a mesmer, engineer, guardian, ranger, elementalist, or thief comes out of a fight in which they previously used their F1 skill, that they absolutely cannot press F1 and have a skill occur untill the cool down has expired.
Also, I never suggested I wanted to change it, I simply offered it as a comparative perspective.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
Perplexity is definitely not weak, but the truth is in the eye of the beholder. Many runesets work in certain situations, and don’t in others. That’s no reason at all to call the runeset weak. Yet, if the runeset works too well in it’s intended use, it should get nerfed.
Look, I can state my opinion as if it were fact as easy as you.
The rune set is not particularly strong. It has a reasonable ICD, and there is no reason to nerf it.
By the way what are you claiming is its intended use?
https://www.youtube.com/watch?v=6q3em9s5I4c
Chaith words it in an explanation, you through it out there in the form of an insulting accusation. that is the difference in how it is received.
https://www.youtube.com/watch?v=6q3em9s5I4c
Bump…
Considering that this affects everyone who uses elixirs, including HGH buffing, I’m astounded that no one’s noticed this, or at least commented on this yet.
We have. At least I know I have participated in threads on the matter already this week. To be fair though, I am under the impression that elixir builds are not particularly common at this point in time.
https://www.youtube.com/watch?v=6q3em9s5I4c
My point is still valid. I need to play well as a glass thief to kill a turret engi. What if the turret engi was a mediocre mesmer or thief instead? I would only need few seconds to drop him instead of few mins.
This is where people seem to be confused. Your point is not valid. Because you do not have a point. You have an opinion. Your opinion may be valid, but claiming it is a fact, and further, a fact that makes a point, is to put it politely, you appear to have difficulty distinguishing objective and subjective.
https://www.youtube.com/watch?v=6q3em9s5I4c
From Colin Johanson, Game Director for Guild Wars 2.
“Interesting statistic for you: every condition in the game costs server bandwidth. ‘Cause we have to track how often the condition is running, what the duration of that condition is and what the stack is. So the more stacks we allow, the more expensive it gets because we’re tracking every additional stack on there. And so we could, say, you can have infinite stacks. Number one: that becomes really unbalanced. But number two: it’s actually extremely expensive for us, on a performance basis. That’s one of those weird, kind of back-end server issues that can help make game designer decisions regardless of what you want to do with it.”
http://dulfy.net/2013/02/25/gw2-arenanet-looking-into-condition-caps/
Exactly. This is a detailed explanation of why the OPs idea is horrible.
Nothing the OP mentioned, suggested anything about lowering stack caps, duration or what the stack is.
what part of the OP suggesting that stacks of bleeding being cut in half are you not understanding?
The part where it never mentions changing the stacks caps. Your OP literally still says
would still be bleed capped at 25
You are literally changing absolutely nothing other the doubling the damage of bleeds. Causing a call for re-balancing to every weapon set or skill in the game with a bleed on it.
Thus the system still has to track how often the condition is running, what the duration of that condition is, and what the stack is. The same exact things that Colin mentions are the problem. I am baffled how you think anything changes when the 3 points he mad stay the same.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
The only think mark of blood and eruption have in common is the fact that they use bleeds.
The bleeds stacks are not even close.
The durations are not even close.
One has regeneration, the other does not.
One is a blast finisher, the other is neither a field or finisher.
In my opinion, they are not even remotely comparable. Eruption is more comparable to Big ol’ Bomb then it is to Mark of blood.
OP, folks are right on the mark. You should speak for yourself. When you falsy imply you speak for others, it does detract from your credibility, and comes off as evidence that you have no faith in your position, thus you supplement it with smoke and mirrors.
Eruption has a very low CD, is a blast finisher, in AoE direct damage, is AoE condition damage, is a very long duration, is a fairly high stack amount……………That is a long list for one skill. Now that you mention it OP, it seems as if it needs more time added to the duration, not a reduction.
https://www.youtube.com/watch?v=6q3em9s5I4c
From Colin Johanson, Game Director for Guild Wars 2.
“Interesting statistic for you: every condition in the game costs server bandwidth. ‘Cause we have to track how often the condition is running, what the duration of that condition is and what the stack is. So the more stacks we allow, the more expensive it gets because we’re tracking every additional stack on there. And so we could, say, you can have infinite stacks. Number one: that becomes really unbalanced. But number two: it’s actually extremely expensive for us, on a performance basis. That’s one of those weird, kind of back-end server issues that can help make game designer decisions regardless of what you want to do with it.”
http://dulfy.net/2013/02/25/gw2-arenanet-looking-into-condition-caps/
Exactly. This is a detailed explanation of why the OPs idea is horrible.
Nothing the OP mentioned, suggested anything about lowering stack caps, duration or what the stack is.
https://www.youtube.com/watch?v=6q3em9s5I4c
Good luck searching for your pre loot chest on the ground during a zerg fight….
How dumb would one have to be to “search” for a loot bag/box, when you can simply continuously use an AoE loot button, and never miss a drop?
https://www.youtube.com/watch?v=6q3em9s5I4c
Is there any counter to condi heavy teams? Seems the be the only thing i’m loosing to lately. Engi’s and ele’s can put on so many condi’s at ridiculous rate, no class could ever keep up with clearing. Thoughts comments?
You making it difficult to advise you when you do not mention what profession you play or what build you run.
https://www.youtube.com/watch?v=6q3em9s5I4c
the overall issue is that celestial engie and ele are too survivable for the amount of damage they can output. one thing or the other has to go.
honestly removing a defensive stat and an offensive stat would pretty much solve this issue as far as i can see. it would bring the amulet objectively into the standards followed by all other amulets while forcing builds to invest more into traitlines that give them either more strength or survivability; especially d/d ele which invests entirely in survival/utility traitlines.
You are simply stating your opinion in a factual manner, and working under the false assumption that your right.
I have seen you make a great deal of claims, while offering next to no evidence. For example, you are suggesting players using a specific amulet do not invest any traits in strength lines or defensive trait lines? Where do you get this idea from?
You claim profession put out too much damage for the survivability, yet you refuse to specify the builds you refer to. Professions are in no means a problem. Specific builds may be.
What builds are a problem?
What are the damage out put of said build? post the math, and not just unproven claims
What about said builds make them problematically defensive?
I mean chaith broke it down to you. The engineer builds for example, that you are complaining about, do not have a fire field, generally, and very few (1) blast finisher. He specifically addressed your complaint with facts, and you completely ignore it. You are literally complaining about, and making accusations about, situations that do not factually exist.
Now that we have established that your complaint has no factual bases, what is your problem with the celestial engineer, now that we have established the builds is not using fire fields of thier own to stack might?
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
It has nothing to do with the meta. Its how combat in this game favours boon heavy classes with lots of group utility. And necro is pretty much the only class that is the complete opposite to that. Of the 3 selfish classes (Necro, thief, mesmer), both mesmer and thief have specialised utility to help a group (stealth, projectile defence, spammable blasts, portal etc etc).
Also being the only class with no extra methods of damage avoidance certainly doesnt help.
I dunno. I consider what your complaining about and calling a weakness, in this case to be a strength. IF so many builds are created on other professions to be extremely dependent on boons, I feel my ability as a necromancer to strip boons and corrupt boons, works for myself and against those depending on boons.
Are blinds and the ability to have constant protection up not extra methods of damage reduction? I think they are, why don’t you?
https://www.youtube.com/watch?v=6q3em9s5I4c
No it was pretty accurate. There are many F skills with 30s cool downs, and many with much longer cool downs. Given what warrior F skills could do with traits, I find it very reasonable that the decay of adrenaline out of combat fixed a large problem.
Your view is interesting, you demand your opinion as fact and never state it as opinion. Yet others state their opinions as such, and you feel you have the right to declare them as “wrong”.
You are not doing yourself any favors by clarifying your agenda further, with your cute little threat at the end of your post. Feel free to report any post I make. Unlike yourself, I will not make accusatory threats simply because I disagree with your suggestion.
https://www.youtube.com/watch?v=6q3em9s5I4c
Elementalist: has 4 F skills, and each has around 10 seconds CD. can activate when disabled.
Around 10s? So you have no clue do you? A well, none of these F functions have any native effects of any kind. All they do is essentially weapon swap.
necro’s deathshroud has 5 skills and 10 second CD, deathshroud does not disappare when out of combat. can activate when disabled
They also have no blocks, gap closers, gap openers, or stability.
Guardian has 3 F skills and has an elite that can remove CD. can activate when disabled
Oh, so now we can only discuss the classes in the context of them with a specific elite? Get real. Virtues are 30s/60s/90s natively. Pick one of those cool downs for F1 on warrior then come talk to us. None of the virtues do as much as warrior F1 skills in my personal opinion.
rangers f2 skills have around 6-40+ seconds cd depend on pets, alone with pet’s own skills. can activate when disabled
What does the uncontrolled pet skill have to do with warrior F1 skill in any way, shape, or form? If you didn’t want to have a reasonable discussion, why bother posting at all.
engis has 4 F skills, the cd can be from 8-50 depends on skills, depends on skills, some can’t active when disabled some can.
None of which can be traited to regen health, remove conditions when used, gain more crit chance, and so on. Average is still 25s-35s.
mesmer has 4 F skills, they have around 10 second CD to distortion around 60, can activate when disabled
Around 10s? Your only off by 50%.
thief has 1 skill, when traited it’s around 20 seconds cooldown, can CC, can steal boons, can self heal, can damage, can put poison, give you another skill to use while on CD, give you fury, might, swiftness, can be used when disabled or combined with another skill, not counting the stolen skills.
SO? that is double the cooldown warriors have, with similar amount of traited effects. Here it appears your arguing for the need of doubling F1 cooldown for warriors.
Warrior, 2 F skills upon weapon swap, both need the same adrenaline, does damage or CC or put condition,when traited can clean condition, autmomatically lose adrenaline when out of combat. can not activate when disabled.
Sounds to me, as if you have no experience on other professions. Yet you presume to tell folks how they work, and poorly, as well as often falsely, I might add. None of which changes the fact that you have no idea how good you got it, even after they fixed warrior F1 skilld from the previously broken lack of decay.
https://www.youtube.com/watch?v=6q3em9s5I4c
That is not how it works. As each bleeds application, and duration, in respect to every other bleed in the stacked tick has to be tracked. Regardless of what you think, your suggest will have no positive effect on server load in the least. Similar suggestions have previously been discussed. The devs have already previously broken this down, and explained it, when those similar ideas were mentioned. You may not want to believe it. I am simply telling you what the devs have already explained on the mater, and how it effects servers and there information load. Whether or not your chose to believe these facts, is your choice.
https://www.youtube.com/watch?v=6q3em9s5I4c
We need Adrenaline to be fixed.
Wasn’t it just fixed?
Exactly. It seems to me, as if certain, not all, but certain players got spoiled on being over powered and when they became reasonably average, like the other professions, the post about it as if the sky is falling.
If they think it is so bad. Lets take adrenaline off of their F1 skill, and give it a flat 30s-kitten cool down like the rest of the profession, and we will see if the are singing the same tune.
https://www.youtube.com/watch?v=6q3em9s5I4c
well… considering bleeding is bleeding, and the only thing changing is the number of stacks the server is tracking, I don’t see any major impact on pvp.
Then my answer is no, personally I think that is a abysmal idea. Under the terms of your suggestion, all it will do, is double the amount of bleed damage on any given player. If the cape no longer exist, then you can put 50, 75, 100 bleeds on a player, using AoEs, that is unreasonable damage
Secondly, it will not effect the server load in the least. It will still have to reach each individual bleed and it’s duration, no it knows when the damage tic is increased or educes as individual bleeds timers drop off or new applications start.
https://www.youtube.com/watch?v=6q3em9s5I4c
I assume your saying this in the scope of PvE only and not WvW or PvP?
https://www.youtube.com/watch?v=6q3em9s5I4c
Half of the people responding in this thread are the people I described earlier, scanning the profession balance forums for threads about thieves. Without even knowing what the threads are about, they are jumping into these threads and posting insulting and off-topic responses in an attempt to dissuade players from claiming anything related to thief anywhere in the game is overpowered.
If you have an opinion on the topic, share it. Beyond that, please stop making blind accusations, and inflammatory statements. I don’t know why you feel your opinion is more important then anyone else opinion, but when you attack those who disagree with, and attack them in this manner, your hurting everyone, and making a mockery of yourself, please stop. No one has to answer to you for their reasoning to post on any thread.
Getting slapped in the face with krait 6/6 without ever even seeing your opponent is unfair….
For someone who went on a rant about posters being entitled their opinion, you sure like to state yours, as if it were fact, and in a factual manner. What I believe you meant is “it is your opinion that it is unfair.”…………….I almost never play a thief, but I find conditions ridiculously easy to deal with personally. In my opinion, this is a petty complaint, that borders baseless, in my personal experience. I do not feel that thieves are particularly over powered. I might go as far as to say they are very strong in a 1v1 situation, but I couldn’t care less about 1v1 situations.
https://www.youtube.com/watch?v=6q3em9s5I4c
I wold have to ask how you propose that works? Traits?
https://www.youtube.com/watch?v=6q3em9s5I4c
I run both bomb kit and rocket boots. I use swiftness+rocket boots in that situation. There will be some with more leaps or lower cool downs on their leaps. That is when you drop bombs. Anyone suggesting you should not drop bombs, doesn’t know what they are talking about, in my opinion. I use that tactic all of the time. Drop glue bomb first. Wait 2 seconds, then drop BoB. They will either have to cleanse the immobilize and use stability, or they will be stuck or knocked back. If they run around the AoE radius of the bombs, they have to run more distance then you, and you gain ground. It is a win/win tactic.
A few times, I have had a 5 man group or what not, just go all out, and run through my bombs using the cleanse and stability. Attacking as they go. Drop smoke bomb and negate a few of the attacks. I have often run a great distance, just to turn and see 5 not so bright chasers with 20ish% health, from eating all of my bombs, on my tail, and killed them all. Dropping bombs as you run is a reasonable and effective tactic that very often works. Not always, but often. Not to mention, when they cannot kill you, it is very satisfying. Tool kit works well to with gear block and box of nails. I also use a shield so using those skills on the run to reflect their attacks back at them and block+stun them is also very effective and satisfying.
It all depends on your build. Some builds are more suited for escaping bad situations of this nature, then others.
https://www.youtube.com/watch?v=6q3em9s5I4c
The current meta uses grenades/flamthrower/Elixir Gun.
That is by no means the current meta at all in my opinion.
Good thing meta isn’t a personal opinion!
Would you prefer I simply state it as a matter of fact? I prefer not to, but as I never see it used in PvE, it fails in most aspects of PvP, and it dang sure isn’t a WvW meta build, you would need to go far to convince folks this is the meta build.
The most meta of builds, at least by forums post, build web sites, videos, streams, and tournaments, it is grenades/tool kit/elixir s.
https://www.youtube.com/watch?v=6q3em9s5I4c
Also also, Warrior #5 skill is a blast finisher.
Just like Ranger’s
Yeah, but one has a blast finisher that is on a 57.14% lower cool down. When it comes to blast finishers, that is a lot.
https://www.youtube.com/watch?v=6q3em9s5I4c
so what if 4 attacks are blocked?
To answer your direct question, I will say that in my opinion, reasonable people would find that over powered. Which is why they reasonable gave it a cool down.
i gave an example, you did not.
my example states that in the event those 4 attacks are normal attacks, then the aegis is wasted. do you have a better example on how blocking 4 attacks in a row would be overpowered?
And? I do not owe you an example? Sorry, I hadn’t received your check yet. Because I know your not demanding I owe you something unless you pay up front
But yes, one example would be if an attacker didn’t use auto attacks, and that larger attacks were blocked, or if a player cast signets as a player is trying to use larger attacks in which case, the opponent has no warning of aegis.
In either case, that is too strong. it offers several, not just one, but several, builds more access to aegis, by far, then those who have aegis from traits+utility skills+weapons skills. When a single rune set can put up more aegis up then traits+utility skills+weapons skills investments, I feel it is over powered.
do keep in mind that the passive effects of the signets are no longer available after those 4 aegis blocks.
They are if you have a trait that keeps passives active. It is irrational to have runes be able to counter or bypass a trait, thus voiding a trait because of a rune set.
anyway, to each their own, for me, i see the 30 seconds recharge time on the 8 seconds aegis as unreasonable hence i suggested for its removal.
Have you even compared that to up time on traits or skills? How can you want a runes to be more powerful then grandmaster traits, then act surprised when you get a resistant argument against it?
however, come this morning, i decided i want more passive play instead of active play, hence, my 2nd proposal. perhaps i should go and edit the original post better.
so you support things like engineers incendiary powder?
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
Two fun arguments used by defenders of plex:
- small scale roaming doesn’t matter
- conditions are utterly useless in big groups
Do you have evidence otherwise?
So why try to justify use of a condition-based spec? Obviously it can’t be used for zerging, and there’s no point in running it for the pointless and unimportant small-scale roaming!
I can only speak for myself, but I am not “justifying” anything. Even in battles in which conditions matter, perplexity runes are not over powered. In my opinion, they are average. The only ones complaining about them, in my opinion, are those who are going to die to a condition build, regardless of the ruins i use.
Personally, I am not much of a fan of these runes. When I fighting them, I do not find them much of a problem. Personally I rarely use them. The fact that I have no more trouble fighting players who use them, then I do with players who do not, is why I speak out against players who “cry nerf”. My personal experience suggest to me that weaker players use this as an excuse. I get told I am cheap for using them all of the time after winning a fight. Funny thing is I am almost never using them in such cases.
If it gets nerfed or completely reworked, it shouldn’t affect those who ran it previously – they should obviously be able to just shrug their shoulders and get on with the game, safe in the knowledge that their non-zerg build has exactly the same effect on their world’s WvW performance as it used to.
I agree. The thing is, if your aware that players will be capable of doing so, then your obviously aware that the runes are fine, and all you are arguing for, is a limitation in diversity, simply because you find confusion annoying, not because you actually feel it is too strong. Otherwise, you would never have said such a thing.
https://www.youtube.com/watch?v=6q3em9s5I4c
I didnt resorted to any attack,as I didnt stated anything,I just said all the possible reasons to comment like you did.Saying that I called you stupid,is what you interpret from that.
You said this:
This comment could happen for one of these reasons:
1.This user is completely ret_rd
2.This user have diffculty reading English.
3.This user maybe have a user,but never played the game.
4.This user simply a bad troll.
5.This user have 8 characters level 80,all rangers.Maybe all,but that is very rare.
That has zero informative value. If you honestly think that that is a logical argument and not a string of insults, then I fear you’re even worse off than I thought.
I agree that it has zero informative value,but it is very very very very logical argument,cause your comment was so narrow minded,there are worse things that could be said about it and there are nicer things,I chose this comment cause this is how I feel it should be.If you gonna be so kitten over this,by all means.I dont really care.All I know that my comment was standard.
I said that if you can’t see your enemy, then your enemy can’t see you. The exception to this rule is if they are simply out of your field of view (i.e. behind you), in which case you are at fault for not covering your six. There’s nothing narrow minded about it; it’s just very, very simple physics.
Exactly. You are responsible for your own situational awareness.
“If you could kick the person in the pants responsible for most of your trouble, you wouldn’t sit for a month.” – Theodore Roosevelt.
https://www.youtube.com/watch?v=6q3em9s5I4c
Nothing will matter (passive or active playstyle) until Adrenaline is reworked after the massive nerf from Sept patch. The reason you are bored as an experienced warrior is directly because Warriors were slowed down even further with the Adrenaline nerf.
The adrenaline rework was the best thing to happen to the warrior. It gave it a more intuitive game play. Took away the ability to open with over powered skills/traits combinations, and allows for more interesting changes and additions in the future, with out over tuning the profession.
If anyone is bored, it is due to the fact that as a profession, it has some very simply builds to play and likely the bored folks have been playing it for 2+ years. Personally, I hardly feel your blaming of the fix to adrenaline as a cause of boredom holds water. It comes across to me as ire, due to the fact that an over tunes mechanic was readjusted to what I feel, should have been its functionality all along.
https://www.youtube.com/watch?v=6q3em9s5I4c
The op is talking about the kittened design of stealth in this game not a single stack of bleed/poison/torment. It is pretty stupid the thief can activate and actually land the 6th bonus of these runes while in stealth and not be revealed. It is the same complaint that housed the changed for the shortbow poison cloud. A Thief in no way should be able to stack a condition on a target in stealth and stay in stealth.
Stealth is designed just fine in this game. The problem is how other things are designed to work with stealth.
If a thief applies conditions and no direct damage, it makes perfect sense that they are not revealed. If a player is incapable of dealing with 2 condition stacks every kitten , that is your problem.
“If you could kick the person in the pants responsible for most of your trouble, you wouldn’t sit for a month.” – Theodore Roosevelt.
https://www.youtube.com/watch?v=6q3em9s5I4c
The FPS market is much larger than the MMO market so the population would probably be bigger for a start.
No reason why you can’t have both in a game, it’s not an all or nothing thing. Case in point, GW2 already has a number of aimed skills. Personally I’d like to see more.
There is a very good reason. A large number of MMO players will find a game without it to go play. It sounds to me as if you are suggesting that it will pull the FPS market over. It won’t help much. Many of those may not like the MMO aspects, while most of the MMO players, in my opinion, will dislike the horrible controls.
https://www.youtube.com/watch?v=6q3em9s5I4c
so what if 4 attacks are blocked?
To answer your direct question, I will say that in my opinion, reasonable people would find that over powered. Which is why they reasonable gave it a cool down.
https://www.youtube.com/watch?v=6q3em9s5I4c
The current meta uses grenades/flamthrower/Elixir Gun.
That is by no means the current meta at all in my opinion.
https://www.youtube.com/watch?v=6q3em9s5I4c
No. The runes do not define builds, in my opinion. The problem as I see it, is that some folks state it as if it were fact over and ever, they seem to think they can convert their opinion into fact in others perception. I do not feel the runes are particularly strong compared to some of the other options.
https://www.youtube.com/watch?v=6q3em9s5I4c
Personally, I think having runes specific to gadgets, similar to runes specific to shouts or signet might help. Look at runes of resistance. They give aegis on signet use. Negative condition duration. Full stat compliment, although it is toughness. Runes of the trooper remove a condition on use of a shout. If we had a rune option that benefits gadgets in that manner, it could be a game changer for gadgets.
https://www.youtube.com/watch?v=6q3em9s5I4c
The cool down is there for a reason. Otherwise you can use 4 sigil a back to back for 4 blocks in a row. And with sone traits, after the cycle is exhausted, have another rune or two back off cooldown.
https://www.youtube.com/watch?v=6q3em9s5I4c
Who cares what happens in NA it’s all dead.
Top 6 servers have maps with queues regularly and often have all maps queued. So your either trolling to start trouble, or posting about matters you do not know about.
https://www.youtube.com/watch?v=6q3em9s5I4c
However this is what they need to do:
1- Make a third WvW map
If your suggesting a map for the sake of diversity from EB + Borderlands, I can agree, this is a good idea.
2- Remove identical Borderland map duplicates
No. There is a reason the BLs are the same. For congruent game play between maps.
3- add EotM and new map to PPT rotation
To clarify, are you suggesting using EotM map separately? A set for the regular WvW and one for the manner EotM is now?
4- Make an improved “version 2” of Eternal Battleground
Define “improved” in this instance? Mind you, I am not against the idea of revamping a map. For a change of pace if nothing else. But what do you consider to be improvements.
5- Harmonize loot/rewards across all maps
Elaborate on that a little would you?
6- Merge servers into 3 alliances
How? The top 6 servers already have map queues regularly. Would we use more 6,7, or 8 maps to compensate?
7- Make it so Guild can choose their alliances for a large influence fee
Eh.
8- Add an overflow TDM / GvG map battleground with overflows where score contribute to PPT
TDM? We have already established we cannot have over flows in WvW. It creates unbalanced maps inorganically. This suggestion only magnifies the problem, it doesn’t solve it.
I’ve been saying this for months and so have others. There’s simply no way for them to create an ongoing flow of money from wvw. If there were we’d probably get updates to it every 2 weeks just like their pve content.
This is incorrect. As well, I would love to see evidence of the earlier post proclaiming a developer stating they “know” they cannot monetize WvW. There are post in economy discussions here with devs and the resident economist that state the opposite, and explain how WvW is monetized.
It is monetized be being a full and varying aspect of the game, that both draws new players, and retains old players. Both of which are as likely to invest in the gem store and those in PvE and PvP.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
What do we do to tend to trolls or spies who are burning supplies by building rams in the middle of no where near supply locations?
There is a line in the Tos/Eula/Tos or somewhere that states it is a violation to degrade the experience for other players (close guess paraphrasing here.) How do we draw attention to this?
When I played games like EQOA, they had a tab in the report/bug panel for this and GMs showed up very very quickly. It was also made well known that you could be very easily suspended for false reports, to limit that.
Any thoughts or suggestions?
https://www.youtube.com/watch?v=6q3em9s5I4c
Groups try to keep protection up because of rampant direct damage just as much as they worry about cleansing. Does that mean power/crit/ferocity runes and runes with direct damage modifiers need to be nerfed or removed? Based on the odd reasoning above, they should.
Can’t have your cake and eat it too.
https://www.youtube.com/watch?v=6q3em9s5I4c
This is a ridiculously broken concept. In no way would professions scale congruently by given them all access equally. It is a fun thought to have, but a terrible idea.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
And here I was feeling that when I was capable of countering multiple aspect of a build, in multiple ways, that it was far from OP. I guess the new rule must be that one can simply declare it OP and it is a fact. E en given that is can be countered in several aspects, several ways. I guess that makes skilled or even solid game play OP by definition.
https://www.youtube.com/watch?v=6q3em9s5I4c
It is why I never bought ESO. I played the beta. Realized I had to level before I could go into their version of WvW or RvR, and I logged off and walked away from it.
I do not know what devs are thinking, but the second I run into being locked out of a large and significant game aspect I turn and walk away. I have a lot of fun in this game. I sure am glad it wasn’t this way from the start, or I would have missed it all.
https://www.youtube.com/watch?v=6q3em9s5I4c
No thanks. I prefer to think for myself. You should try it some time. You might enjoy it. Perhaps it would allow you to understand that a very very limited anecdotal situation is hardly evidence, much less proof.
you don’t need to have a personal opinion. You can just see the facts for yourself.
Fact doesn’t mean what you appear to believe it means.
Personally, I do not see how 20 players in one tourny limited to 1/3 of the regional servers, represents the community as a whole. Particular when I see more mesmers, thieves, and rangers by far when I log in to play PvP myself.
https://www.youtube.com/watch?v=6q3em9s5I4c
No offense, but if you “suck at dodging” why are you playing PvP to “tackle” the engineer?
https://www.youtube.com/watch?v=6q3em9s5I4c
It would probably have the abysmal community of tera with the abysmal population if ESO.
I can’t imagine why anyone would want a twin stick shooter mechanic in a fantasy MMO.
https://www.youtube.com/watch?v=6q3em9s5I4c
I saw it the other way. I hated leveling and had a blast on all the professions once they were 80 and had all thier trait when I went into WvW.
https://www.youtube.com/watch?v=6q3em9s5I4c
Doubtful.
Personally. I like fighting that build. It had extremely weak condition cleanses, mediocre toughness, low hit points, and 1 stun break on a 60s cool down. Personally, I have always done well against the average player in that generic meta build, because I build and play outside the box.
You are continuing to presume your limits represent me. My s/s+LB warrior thrives against that build. My d/d wells necro thrives against that build. My thief builds would do so, so. My mesmer would probably struggle. My LB/GS ranger would do okay. My shout guardian would do well. My D/D ele build would do well. and so on and so forth.
So how long have you played that build? I played it, and almost all of the builds in the OP as they become popular, to feel them out for myself, and learn their weaknesses.
It probably works in my favor that I leveled each profession within the first 6mo of release to learn all of the professions.
Perhaps familiarizing yourself with the other professions by playing them, and learning to think out side the box, and play/build outside the box, would benefit you greatly as well.
https://www.youtube.com/watch?v=6q3em9s5I4c
For example, you claim:
d/d ele and engis are dominating pvp
Prove it?
I am not seeing a lot of either. I see more mesmer and thieves then eles, engies, or rangers, all of which are they top OP claims at the moments.
I honestly cannot tell if you are trolling or if you are being serious. You don’t see many d/d ele or engi? Tip of the day: watch the weekly cups
The OP made a definitive declaration based on his personal experience. I demonstrated how my personal differences. The better tip might be for you to understand the topic, then it would be to try to make a backhanded comments. What do you play? Who do you play for, in the weekly cups? Or are you trying to make points based on experiences you do not have?
By the way, does the weekly cup represent the entirety of PvP? or are you using a very small subset as your evidence?
https://www.youtube.com/watch?v=6q3em9s5I4c