Showing Posts For dancingmonkey.4902:

Siege Disabler

in WvW

Posted by: dancingmonkey.4902

dancingmonkey.4902

I strongly agree with the first couple of post. I like the disabler, and agree it is too strong. There are some good suggestions in the first couple of posts to solve the issue.

Most mechanically intensive profession?

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Personally I do not Think it is so much a matter of one profession over another being more intensive in use. As I see it, the build you run and what your trying to do with it matters more then anything.

Redo the stat of toughness

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I keep using the term " you" because i see it every other day inside Obsidian Sanctum or when roaming open world. Again, talking 1v1 here. And i dont mean just me. Our roaming and dueling community is just as upset with the meta as i am.

Then let them speak for themselves if you don’t mind. I am sure they are capable human being, able to share their own opinions. I know I find it hard to take posters seriously when they presume they have the right to put word in other players mouths.

I agree with what my necro friend says. Although I have leveled all of the professions in predominantly WvW, and spent a solid amount of time to learn them, I main an engineer. The profession notorious for having the least access to condition clears, and stated by the devs to be designed to be weak to conditions. I play a power build as an engineer, and I tend to have no more difficulty dealing with condi builds then power builds, regardless of the situation. As it appears you main a thief, might I suggest creating a thread in the thief’s sub forum, and ask the community there for some thoughts on fighting condi builds.

Redo the stat of toughness

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

You keep using the term “you” can’t win, implying the rest of us have the same problem you do. You really do a disservice to the situation when you presume to speak for everyone. That is not the case. It seems more of us here are speaking from the perspective of players who have no issues handling the situation. Perhaps it is an adjustment in your play that you need to make?

IMO, engineers are OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I agree Aberrant, I think taking pistol #1 back to a 4s bleed as it was in the betas, would help out greatly with the issue. As far as removing IP is concerned. Not sure what to say about it in the context of the rifle though.

Redo the stat of toughness

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

To be fair guys, conditions absolutely need a serious rework.

Why Anet would implement them in the way they did knowing they wouldn’t have the computing power to let more than one condition user deal damage on a boss target in PVE I have no idea.

For PvE purposes exclusively, I agree. But that has nothing to do with toughness. Your getting a bit off topic in that regard.

WvW build need feedback

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

No, not when you suggest it is “pretend” to use the blast finishers to support your team. I was just trying to help out. No need to get so defensive.

By the way, when it comes to combo fields and finishers, there is no such thing as overkill.

Redo the stat of toughness

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Thebandicoot it sounds to me like you need to adjust your build to counter more conditions. The problem I often see, is that everyone often falls into the mentality that it is all about damage and do not invest wisely in defense in these areas. What builds are you using? What builds give you the most difficulty fighting against? With a little information we can offer you some guidance and help you solve your difficulty with winning fights.

The biggest problem you have, as I see it, is that you appear to want to push the discussion in the direction of 1v1 in WvW. That is the last place that any balance changes need to be focused on.

(edited by dancingmonkey.4902)

WvW build need feedback

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Coglin: engineer and support in WvW its like playing pretend. You can support others a bit and you will maybe feel good about it but others barely notice something:-)

Archon: Automated response was nerfed yes but with this build and other reduction from runes and food still give you 100% under 25% and its still great. In pugiesh zerg fights I use omnombery compots and still its almost on cap (with sigil of restoration its 1500 heal per every kill bigger zerg is more immortal you are).
Invigoration speed is not neccessary there because sigil of stamina. This in zerg is like permadodge:-)
Lack of stability is bad in every zerg build but engineer dont have any good source of that.

Support is every ones job. If you have a blast finisher and are not using it to support your team when something like a water field needs to be blasted, in a team fight, you do so.

About blast finisher well if you are in position where you must blast waters for some emergecy healing you probably dont will stay on one place and wait for cd even reduced one. Also you dont blast over and over and over on same place usualy its fast multiblast and rush and for that we have much better blasts like Thumper or simply BoB, shield, heal turret combo

Well, it appears to me you are not very familiar with combo fields and finisher. There are some very good guides out there on them. You should google one, they are very helpful. I will explain a little to help you out. A water field for example, can be blasted for AoE healing, as well a fire field can be blasted for AoE might stacks. One thing the FT #2 is great for with a very low cool down blast finisher. You do not blast waters because you are in a bad situation necessarily. Often in largr WvW battles, there are many AoEs from both sides. Most organized groups use TS or Mumble, and verbally coordinate, what fields they are placing, and where, in order to let folk know where to blast them. Often at a commanders request. This can both give a group larger damage out put and/or the ability to deal with more incoming damage. Most good leaders (commanders) use fields and finishers to make very large and important impacts on the battle.

This is one field in which an engineer can offer very very good support. To call it pretend is not very indicative of a team player. Why would you not want to support your own team?

(edited by dancingmonkey.4902)

Redo the stat of toughness

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I just want to point out that these are the same few guys on this forum to be against any measure on curbing condition builds. To say they are not biased, is a lie.

It is impossible to tell whether it is OPed if toughness affect conditions without knowing how much affect it is going to be.

With that said, conditional meta is not so much of an issue now, as Anet buffed some of power build to be even more OPed.

We’re not against the curbing of condition builds; we just don’t believe there is a problem with them that requires curbing. Many players (including all of them that compete in tourneys) deal with condition builds just fine. I’ve never had issues dealing with condition builds, and I’ll readily admit to not being that great. The fact you bring up “the condition meta” means you are probably one of those players who hasn’t figured this out, because the condition meta never existed.

I don’t know what game you are playing. But condition bunker meta exists, and I use one myself. Yes it is not much of meta in PvE, tPvP, or Wvw zerg, but any type of pvp solo play or roaming, it does exist, and it is very unbalanced.

Now you can argue that the game isn’t balanced on these modes, but some people only enjoying playing these modes, and condition meta is very game breaking. But these days most of the fotm players move to Power Ranger, you have fewer conditional users around, and the condition meta is less of an issue after the patch.

No one appears to be suggesting there is no mini condi bunker meta. I believe sone claimed it was a definitive “fact” that the do too much damage.

Redo the stat of toughness

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

No. It has been very solidly proven that soldiers gear build are very capable of out damaging dire build. As well that when built properly with cleansing, they will often win 1v1 battles with skilled players. It is fairly common knowledge amount those who participated in the previous discussion. It is broken down there in video series and explained well and the math is laid out. All of which are more then you are presenting.

As was mentioned by a previous poster, your the one using the word “fact”, while avoiding presenting any. Some posters offered a good suggestion to look the info up. You admit to going off of your experience and feeling. Perhaps it would serve you well to be open minded and review the fact. If you chose to maintain your opinion, you are more then entitled to do so. It simply seems to me some folks are trying to educate you on another perspective and you are being abrasives in return.

But you do agree that toughness does not need a Chang right?

(edited by dancingmonkey.4902)

Solution to fix the population imbalance

in WvW

Posted by: dancingmonkey.4902

dancingmonkey.4902

There is one thing every competitive sport and/or game has in common: even number teams. Here is a quote to a running conversation that needs to be read by the dev’s.

The problem I see here is I feel your looking at it wrong. If you want a sport, go to sPvP or tPvP. If you want easy fun, go to PvP………………………..If you want a trophy for everyone on your team even if they lose, you do not go to war. WvW is war. It is not a sport, or a fair game. And pouncing on unsuspecting prey or smaller numbered groups, is the name of the game.

I welcome all feedback on this idea except for “WvW isn’t meant to be balanced”
That is something that bandwagon scrubs tell themselves so that they can feel good about winning at the expense of what could be a fantastic game mode.

Cute. You assume you can demand what we are allowed to speak of within the context of the topic. Well no scrub or bandwagoneer said that . More then one arena net dev has stated it. You do not have to like it, but it is a fact of the situation.

What does strike me as odd, is that many posters suggest they want to make WvW better, yet are willing to suggest changes that harm the experience of everyone else. Such as lowering the server population limit. That will force longer queues for the rest of us for your own personal convenience. If that is an approach your willing to take, then you are willing to hose others who already have daily map queues, even further, for your own personal gain. That is not a conducive approach to someone who want to truly solve a problem.

As well, why is this Anets, or anyone else s fault? They gave you the tools. All of the room is there. You simply do not have the players on your server who wish to play. You should do as the rest of us. Make a push to recruit, educate, and assist new players.

The problem is your posting “a solution” to something that the majority of players and Anet do not think is “a problem that needs to be resolved”.

You think so? Because I don’t think I’ve ever looked at these forums without seeing several threads complaining about stale matchups, population imbalance and how WvW is dying.

I can’t count how many times that I’ve seen the same “merge the servers” thread. This offers a solution to what they are looking for in those threads, while at the same time offering an increased chance of fighting more servers, rather than stuffing everyone into 6 mega blob servers.

I agree, your “assuming” it is an issue with so many and “requires a solution”. With no actual information to support it. Stale match ups are not the problem you made this thread for so it is irrelevant.

The same 100ish people mull over the belly aching on this matter and the same group of them make and remake the complaint threads. Yet around 7 million people bought this game. I hardly feel you could even begin to claim the few thousand that ever use the forums as any type of representative of any sort of majority. Much less the same 100 complaining that they want more of their server to play WvW, yet never step up to do anything about it themselves, and expect Anet to wave a magic wand and “make them play” simply to appease the rest of the servers true WvW players with population in the game mode.

In my opinion EoTM should only open up to players with WvW map queues, because I personally few that is where a lot of players go on a casual bases that would be in WvW otherwise. That is a wild yet partially educated guess, based on my experience. I do not claim to have any metrics to support that though.

(edited by dancingmonkey.4902)

The real WvW tourney strategy

in WvW

Posted by: dancingmonkey.4902

dancingmonkey.4902

You guys must be using a very poor strategy. I have seen the intelligent servers communicate and work together to take the stronger one down. There have been threads on it through every tournament. Perhaps lest time complaining on the forums, and more time coordinating and promoting map politics?

Condis & Bunks Have Ruined Small Group Play

in WvW

Posted by: dancingmonkey.4902

dancingmonkey.4902

About the 100th thread on this topic, but whatever, here’s another since the devs don’t seem to have even a passing interest in it.

Roaming and small groups play a huge role in WvW on every tier. On some tiers, it’s all that really exist outside maybe a few hours where there’s larger zergs running around.

It’s been pretty much completely ruined by the power creep in condis and bunk play in general. Perplexity runes, the dire stat, tormenting, a food that more than doubles a stat (+40% condi duration). Not to even mention all the other garbage, PvE only condi upgrade components that don’t even change anything in PvE. They only make WvW worse.

Then you have the flip side of the coin with power (well, vaguely) bunk builds that are almost entirely built for counter-condi with -condi duration runes and food, plus max armor / vitality to laugh at the few players still stupid enough to run burst power builds. These kinds of builds are only a small degree worse than condi bunks because they are not dangerous, only annoying and boring.

This is not to argue the complete opposite with everyone running around with instagib gank builds. There should be a happy balance somewhere between. Some very simple ideas:

-Get rid of the +40% food, or max it at 10%
-Change the dire stat
-Hard cap on condi damage as a baseline for balancing
-Rethink the crit damage nerf

Even an acknowledgment that condis are out of control would be a start.

So let me get this straight. Your exclaiming that they should make changes based on your personal opinion. And because a few other have mentioned it, that it is a definitive fact? So much so, that they are wrong for not having made the changes you want?

Perhaps it is because they reasonably feel your demand are unreasonable and they have much larger amount of feed back that counters yours.

For example, you claim conditions are out of control, and offer no evidence or mathematical fact to support it. Yet other threads have broken down the damage out put and math of various builds, and presented reasonable information in many many many post, to contradict your claims.

It seems to me, your first problem, i that you speak in definitive in your post, and approach the conversation as if your correct in an absolute manner. Which goes contradictory to both a honest discussion, as well as more reasonable facts presented by your opposition.

Why is there a Profanity Filter?

in Account & Technical Support

Posted by: dancingmonkey.4902

dancingmonkey.4902

Bottom line is, you can’t reban a player for something he already served. You make a lot of assumptions and I won’t blame you, but if I shared evidence with you, you would quickly switch your opinion and see how truely shortcoming this investigation was.

Please do justify to me banning a player twice for one infraction. It simply doesn’t make sense and I don’t really expect you to see that. You’re clearly more informed than me, on everything I’ve experienced

because you send in a ticket and bring to thee attention that they simply suspended you when you should be banned?

You are doing some despicable things in my opinion and i doubt you will find sympathy here. As far as I am concerned, you should be suspended for the profanity regardless.

You made a reference to the concept of a “mature” player base as a justification for allowing you to use profanities. When in fact a mature player base would be mature enough to express themselves and have fun while avoiding profanities. Maturity is not purely defined by age, but by the ability to be adult like in the ability to be respectful as well.

Is it time for the next profession CDI?

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Those are different teams of developers, though. Sure, there is (or at least, should be) communication between the them, but profession balance is a separate team from NPE which is a separate team from WvW development. Having multiple CDI’s going simultaneously should not be a problem if they each involve different people.

Got a link to the list of who is on what team? Once upon a time, I had an idea of who was where. I know they have shifted teams lately. As well, they have had the same folks in the CDIs going back and forth between us and the team. I agree that it is well known that they have various teams working on various things, but I have no idea who is where now, and feel better keeping only a few CDIs going at once instead of multiple.

So regardless, we already have a few in progress. I disagree with you and feel they should wait. Especially after a lot of the variations in the builds in the tourney over this past weekend. I feel we should let the changes that are not even 2 weeks old yet, settle in.

(edited by dancingmonkey.4902)

WvW build need feedback

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Good for you my friend. Glad you rarely die in zerg battles. Play how you want, I strongly support that. I simply stated that I do not “condone” using the FT with out some of its traits, and that I do not “condone” not having a stun breaker. As well i was clear to state that it was

in my opinion

As I stated it specifically as my opinion, you do not have to agree with it in the least.

Reducing cd on FT is even more useless.

In my opinion, no, not really, it is very useful. We tend to have consistent water fields on pin. I find it very good for a low cool down blast on them. Particularly when I am the pin.

As to your claim about stun breakers. Well your welcome to play that way. Stability doesn’t last forever. I have found that once stunned, you can pop a stun breaker and dodge to avoid another. You can even double dodge or rocket boots to get out of trouble.

The OP is asking for advice. I simply stated that I personally do not condone certain aspects of your suggestions or builds. You can get angry about it, defend it, or argue what it does, or doesn’t need, all you like. It will not change the fact that I will ever condone or advise players to run without stun breakers or certain traits for the FT.

You on the other hand are welcome to run whatever build you like and feel works for you. I will always condone playing how you like. Doesn’t mean I have to support it as a way to play for those asking for advise.

(edited by dancingmonkey.4902)

The way a necro should be played wvw

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

The stomp in question was the bit where he teleported using what I assume was spectral walk. Not really sure if it’s an exploit, but it sounds pretty cheaty to be able to stomp at range. As for the last bit, I am just stating the obvious. I mean, several other classes wouldn’t have needed the help, or hell, even stuck around to fight.

No, it is not an exploit. The problem I see is that you declare it kitten in a definitive manner, when you actually didn’t know. Personally, I do not see using your skills to help stomp as “cheaty” in the least. It is no worse then thieves using stealth, smoke bomb or other blinds, stability on the professions that have it.

3rd: I didn’t say it wasn’t well played, just that the kills scored were on uplevels.

Which is not actually true. a few of the kills were on some up levels in a massively out numbered fight. It sure seems like you are making a conscience effort to detract from the solid play displayed.

As for that last bit, that was aimed at the guy that said Necro’s don’t need stability and just need to rely on others for it.

Umm, they don’t. I have leveled all of the professions to 80 in WvW, and I only have stability application skills on my warrior or guardian builds. Otherwise I allow the warriors or guardians I team up with to offer that. Your comment is about as reasonable as saying guardians should have as varied conditions and condition duration as necros.

Look, I know this is a bit of a stretch, but I’m just sick of people saying things need nerfs just because the people that play the class the best are good at playing the class the best.

So? They have stated they balance the game around well played PvP. They specified the reasons. Though I do not always like it myself, it makes a lot of sense to avoid balancing to the lowest common denominator. otherwise is is extremely out of balance with skilled players.

All i know, is that you jumped in and made a clear effort to detract from what the player did successfully in the video, and made a clear effort to take away from his efforts and down play every aspect.

(edited by dancingmonkey.4902)

Can I perform well in PVE without grenades?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

When you figured up the damage of shrapnel in relation to bombs, where you including the fact that it can proc on every pulse of fire bomb, smoke bomb, and glue bomb?

Skills Without Duration Icons

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I feel that the skills you mention should not have any visible duration cues. Personally, I feel players should be expected to learn and understand skills of their opponent in those cases. Particularly when those skills do not specifically add an effect to a specific player, be it the use of the skill, or those effected.

The way a necro should be played wvw

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

But, but, but……………………The necro forums swear that necros have no battle mobility or damage avoidance such as is displayed in that video……..They swear it……………………..

I mean look at how he was getting buffs from his team mates such as the guardian. That is precisely the situation that the necromancer forums go out of their way to ignore repeatedly, as they exclaim that the profession “requires” its own stability. The same goes from the nice vigor buffs you nee showing up on his bar repeatedly.

The thing is, that he plays to the team aspect, as is designed. Which I see ignored a lot when it comes to demands of what some exclaim the profession “needs”…

(edited by dancingmonkey.4902)

Thank you for breaking WvW!

in WvW

Posted by: dancingmonkey.4902

dancingmonkey.4902

Reward System: “Kill 1,000,000 enemy supply caravans.” or “Successfully escort 500,000 supply caravans.” is not Broken for you? (I believe when others did the math, they calculated something like 5-7 years for it.)
And I believe that if you have to play another game-mode only to be able to play your favorite, it’s broken. (Without playing pve/spvp, you’ll lose money over the time as in wvw you spend more money than your income. )

No, I could care less about being an achievement hunter. The tourney rewards are fine to me. The rewards for taking keeps are good to me. The rewards for killing enemies is solid to me.

Siege system: Don’t you think that killing a door without siege is Broken? Do you think that if its easier to kill ppl on walls than the other way then it’s not Broken? (And we, as a server reported the trolls for months, maybe half a year, nothing happened.. Sorry, I can’t trust Anet’s support for wvw. Now that dev’s had experienced the trolls in wvw [adopt-a-dev], they have a thread about how to fix the problem.)

Why would destroying a door (or even wall for that matter, only it no longer exist), without siege be a problem? You really thing characters with large hammers, torch’s, bombs, grenades, rifles, and so on shouldn’t be capable to chip away at a band iron door or brick and mortar walls? No, not broken by any stretch of the imagination.

If you die easier when on the walls, then your enemies on the ground do, I can speak with confidence when I say that it is a problem with your personal play in that case, and nothing to do with the situation. A properly played defense can hold off and kill 3-4 their number if not more and be perfectly safe defending. If your claiming the situation is broken simply because you, personally cannot survive here, well, perhaps you should stop blaming Anet, and accept some responsibility for your self.

Combat System: As I said, I enjoy it very much, but besides the fact that you’re supposed to fight against players and not AI’s (which is not really true when pvd-ing), a bigger raid in pve has the same mechanics. You can buff up, you can drop the bomb, you can dodge/avoid/negate the npc’s “bomb”, you can blast Water, drop Banner.. And no, fighting under AC fire is not fun for me. Maybe it’s an understandable situation when defending your objective with LESS ppl, but otherwise it’s not fun for me.

I do not believe you know what AI actually means. Sorry, but you went so all over the place here, that I do not know what to say, I cannot make sense of it.

No AoE Cap: Maybe it would be better, maybe worse, but we can decide only if we can try it without lags/culling, which I believe we never had the chance to try. And btw I said that “I would like”, there are ppl who wanna stronger AC/Golems, ‘cos they’re underpowered! :P

Yes, yes we did. We tried this before a culling system was ever in the game in WvW.

Anet just don’t care, the forum has a lot great ideas to fix/make better wvw, “all” we got in this “big Feature Patch” was 3 hexa-number change to the tag [which got Datamined like 3-4 months ago] and some little QoL change we asked for since beta weekends.

What “great ideas” ??? We got something that was very specifically requested. You keep speaking in abstracts and concepts and avoid specifics and facts. Lint to me some “great ideas” that have ben mentioned, that were absolutely unanimously considered great, that were not implemented? The problem here, is that you think the ideas that &you* like are great, when they are are arguable even reasonable ideas.

Camping flamethrower feels.. wrong?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

i got the other issue.. i CANT flame anymore. As i started out i was flamer\eg exclusive and switched to bombs\eg cause my dps was so far in the ground that it actually started to affect the group. Dont get me wrong.. i enjoyed the flamer but now that this darn thing finally hits like a truck i cant get into it anymore XD

That was kind of my story. Mostly lost all interest in the FT/EG combo back in that time when the destroyed kit refinement. I loved the AoE damage/condi clear of flame blast on the FT, and the AoE condition clear/heal of EGs super elixir when swapping to it. the support of the FT/EG comb back then was great.

Camping flamethrower feels.. wrong?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Never mind. I actually misread some of your post before I asked the question. I see what your saying now. Thanks for breaking it down even further though. I am sure the break down will be helpful to some folks.

weapon skill changes

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Wouldn’t it simply be easier to have each weapon have a set design for both direct damage builds, and one for condi damage builds, right from the get go?

Camping flamethrower feels.. wrong?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

I still don’t think Flamethrower is strong enough to be used as your main weapon. Its damage is only slightly higher than Bomb Kit #1. If you fight against more than 3 foes at a time or not hitting with both hits of Flamethrower #2 and Bomb Kit #1 overtakes it again.

I am curious. What builds are you comparing, what method, and what conditions, you used to determined FT #1 out damaged Bomb #1?

WvW build need feedback

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

That all depends for what situation in WvW you will use your build. You can basicly play 3 types of WvW – solo roam, front line or back line. You talking about survability and you have bombs so I assume you want play frontline in zerg.
- Condi gear in zerg is waste due to condi stacking. Go power all the way Soldier gear is quite a good choice.
- You wanna minimalize condis on you so take -condi duration food and runes (Melandru for example). Also take Automated Response and Leg Mods – it will make you with food practicly immune to cripple, chill and immobilize. Its not stability but best what
- In zerg are best sigil works on kill because you killing a lot or you are dead anyway.
You can try my build, now after FT buff its even better then before into front line:-)

http://gw2skills.net/editor/?fdAQFAUlUUpWrlcxvLseNShxMyY6JkBMuoXfkJA-TxBDABOq+jO7PIlyPwUCCwFEQOdEC8gACAgAczbGYzbmhO0hO0hO0G6Qv5Qv5QLDAzYA-e

I cannot condone this builds. The typed advice is sound in general, but avoiding fire forge trigger and Juggernaut altogether is bad in my opinion. As is not having a stun breaker.

Camping flamethrower feels.. wrong?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

FT in PvE is sign of bad engineer:-)

Bashing a viable play style in PvE (lets face it, everything is viable in PvE), and making a point to inaccurately claim others are bad for playing what they like, in my opinion, is the sign of bad advice.

Can I perform well in PVE without grenades?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

All of that is true. But how often in PvE is the vulnerability stacks not maxed out?

Rune of Nightmare Balance

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

none of those bleed, torment etc. procs puts your character under hard CC which either results in your dying on blowing up major CD (if you have it up)

Are you suggesting that long duration poison procs that do consistent damage ticks and greatly negate your healing to a point that it could result in your death? You are creating imaginary lines in an attempt to create a fabricated distinction between the two simply for the convenience of your argument.

also you forget that this specific runes got huge buff in spring patch, before it was only 5% proc chance

It was a fairly reasonable adjustment in my opinion. As they had back end information showing how seldom the runes were utilized in comparison to the other runes proc conditions.

also as far as might stacking, bloodlust runes etc., all of those affect direct dmg which can be dodged, blocked, interrupted, reflected etc…. which also has animation and can be predicted…. the passive fear like this can’t be seeing, can’t be predicted and can be only countered by stability… the problem with stability is that you need to know that rune proc is off CD

Actually you are completely incorrect here. You see it is a fact that you can dodge, block, interrupt, reflect etc……………..What you seem to fail to comprehend, is that the skills that you do get landed on you, are all, each and every one, effected by those runes. You see, in either case, you are going to be hit with a certain amount of skills. Those other runes passively increase the effects of the skills landed. The amount of skills landed are the same with or with out the runes. Only with the runes, there is a passive effect and increase allied to each one. You are simply making artificial concepts to try to justify the other runes so that you can artificially condemn these ones.

also nobody argues here that this runes are worse or better than strengh runes etc. this thread is about runes of nightmare… if you don’t like bloodstacking runes make thread for it

Actually yes they are. The fact that your arguing on a thread to target this runes specifically, makes that self evident. Secondly, you should read the paragraph just above this one. Because you very specifically just did so there, yet claim otherwise here. If they are no worse or better then other runes, then why are you arguing against these runes specifically? It appears to me, you are contradicting yourself very evidently on this matter.

i mean, if this runes are fine, why don’t we get zerker runes that have 50% chance to stun target and apply massive dmg when hit

Mostly direct damage already severely trumps condition damage in every aspect other then 1v1. This is why we had such things as the ferocity change. Secondly, these runes do not offer any more damage increase then any other rune on any profession other then necromancer, and only with a specific trait. Thus it only accomplishes what you suggest on a specific profession, and only with a specific trait. Yet you claim it as if it does so in general, which is untrue. It is extremely unreasonable to take a very specific subset of the situation, and portray it as if it is the root of the problem across the board. No one can have an honest discussion when your misrepresenting the situation in such a manner.

and condi dmg atm is not front loaded lol? have you fought necros or engis recently?

Umm, no it absolutely is not. Hence the term “Damage Over Time”……..I am curious, because you have asked about basic game mechanics in two separate post, why are you create artificial arguments, then asking questions to us about basic game mechanic functions? I am genuinely curios.

(edited by Moderator)

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

The comment with completely broken came from shimmerless.4560. I picked it out because i think he is right on this topic. Porting through walls and without line of sight doesn´t seem right. It takes the reward from good positioning away.

Well in my personal opinion, you certainly picked the wrong personal perspective to run with. As well, how does one professions ability to exploit an issue make a map itself, “broken”? Seems to me that it would make that particular functionality of said profession broken………….I feel you used a poor way to describe it, that creates a misrepresentation of what the actual problem is.

(edited by dancingmonkey.4902)

Is it time for the next profession CDI?

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

No, it is not time. The WvW community is doing their best to keep the devs wrapped up in the WvW unofficial CDI and we have another official CDI under way at the moment. After those are finished though, it may be time.

I am aware of your personal allegiances, but why, specifically, do you feel the necromancer needs the next CDI? They are extremely popular in WvW and almost every single team runs one in high end PvP right now. So I am curious why you feel they need one at the moment?

3: Lack of a real ranged power build weapon (not saying it should be as nice as the dagger because everyone has better melee then ranged, but the staff is a hybrid weapon, scepter is pure conditions & the axe neither has the range or damage potential.)

I kind of agree with this as well. It is kind of the same issue with engineers. It appears to me as if Anets idea was so designed around conditions with these two professions, they limited the direct damage builds too much. The main difference I see in my experience with both, is that engineers have better options for stacking might in this case.

(edited by dancingmonkey.4902)

Necro's becoming too op

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Heres how to make necro balanced:

nerf nightmare runes
nerf reapers protection
nerf corrupt boons
nerf staff 5

that way they can’t just faceroll their keyboards and win all the time. Its still disgusting that when playing an engineer that they can auto win most of the time. Mesmers got what they wanted with the thief nerfs, now its our turn for the necro nerfs.

Would you mind breaking down precisely how they are out of balance? How do you face roll as a necro? How many hours do you have on your necro? And how long did it take you to hit the level of skill that you “face roll” all you come across?

Rune of Nightmare Balance

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

That is what I am failing to see anyone justify. Everyone here complaining, is about these runes specifically, and ignoring that the ones they like, are just as problematic. I agree that no one has offered a reasonable argument to date, as to why these runes are any worse then the runes that stack ridiculous amounts of boons or stack long durations of other conditions.

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

“On completely broken maps like Kyhlo it’s even worse because they can port back up the tower forcing your team into a worthless split.”

  • Should be fixed so none of the classes can use blink and ports this way.

How precisely are you declaring the map as broken ? I am not sure you actually understand what the word broken actually means.

I am not balancing around a gamemode of my choice. I play every gamemode (Spvp the most).

So why do you reference PvP in every real world application you suggest?

Even if this all sounds very drastic it would be good for the game.

How so? You repeatedly make exclamations that your suggestions are good for them game, yet you avoid breaking down in specifics, just how they are supposed to be good for the game and benefit everyone. Care to break that down now for us.

(edited by dancingmonkey.4902)

Rune of Nightmare Balance

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I do not see a problem with it personally. Not with the cool down duration. Particularly when the OP is being so picky and choosy about the issue. Clearly they do not care about effects that occur which require no action from the player. Reaper’s Protection does the exact same thing, and you never mention it.

If these runes proc against a player with shared anguish, tempest defense, Auto defense bomb dispenser, Retaliatory Subconscious, Mirror of Anguish, Reaper’s Protection, Hide in Plain Sight, Hard to Catch, and Last Stand. Those skills all either redirect the effect of fear from these runes, or any other source for that matter, or negate partially or entirely.

IMO, engineers are OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Engineers have access literally everything in this game.

Not factually true, but that is completely irrelevant anyway. Because you can only fit a portion of that into any build.

And I never seen any telegraphed attacks from them at all. Everything happens just instantly.

I thought we were trying to have a reasonable discussion here? your not being reasonable, which is evident by your untrue claims.

What skills are you specifically claiming have no telegraphs?

I really want to see Anet do something about this profession because it’s really unfair to play against and unsatisfying to see a profession can get all this stuff for free.

How do they get it for free? What does that even mean?

So tell us this. How many hours playing an engineer do you have, that allowed you to develop this expertise?

IMO, engineers are OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Engineers are also the most finely tailored class in the game. They get so much attention its disgusting. It’s like vomitable. They are constantly being touched-up while other classes suffer real problems. Eventually, there will be absolutely nothing an engineer can think of complaining about. The issues engi’s bring up are like little snobby rich kids screaming that their chocolate cake didn’t have sprinkles on it.

Care to elaborate or explain or list a comparison to other profession on how they “get attention” ??

I mean, we all know your simply incorrect, but we would like you to lay out your misconceptions, so we know which route to take to educate you….we all know all you
really want is :
http://www.youtube.com/watch?v=6q3em9s5I4c

oh wow “we all know you’re incorrect..” you must know everyone ever.

Simple comparison (the easiest thing you could have challenged me on)

SoV and A.E.D. – This update SoV got fixed (not buffed, fixed to allow it to actually use all 25 stacks by a full group of 5.) A.E.D. Got buffed. Sound legit? I’m sure it does.

Even by not having to list every single skill I can prove how much more work goes into the engineer than other classes say the necro or ranger or even warrior. The very fact that they have 100000 more skills than the others. All those skills take the bulk of attention from the balance team as well as the devs in general for overseeing bugs, animations, and core functionality.

Necromancers minions dont work.

We have like half the alloted skills available to use and an engi and yet we still are nowhere near as tuned and up to date as the engineer.

And I LOVEEEEEEE that you put that video about being nerfed. That just showed how absolutely uninformed you are about any other class, specifically the necro who must hold the nerf championship cup for most nerfs ever. Do some research on ACTUAL nerfs after being buffed… like when we got dhuumfire. We actually do less condition deeps than before that patch. Less than before the patch (lol we are weaker now than we were during the time we asked for buffs and got dhuumfire.)

If you really want to go down this road I will im just not going to do it all right now.

Okay, you went off on some rant that makes no sense, nor has anything to do with the topic.

You still didn’t offer once iota of proof that the devs cater to the engineers as you exclaim. You irrationally claim some bias, as if they ever gave us decent condi clear, fixed hobo sacks, fixed magnet, fixed rocket boots. As if the never destroyed kit refinement, or nerf 100 blades.

You simply went into some off topic rant about necros, and in some warped manner, presume that backs up your claim. please offer some actually proof that the devs favor engineers in some way.

IMO, engineers are OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

One of the most problematic traits for me is Protection Injection. It’s virtually impossible to set up a burst without unloading into Protection since most bursts bring one stun or another to the table. I think that trait could do with a cool down increase, say from 5 to 10 or even 12 seconds. Right now this trait acts as a crutch and makes not paying attention to dodges way too forgiving.

Compared to Tempest Defense, Mirror of Anguish, Reaper’s Protection, last Stand, and Shared anguish, all of which will 100%, totally and completely negate your CC or even cause it to damage or CC you, the one you exclaim as OP is the one that negates a small percent of damage?

Now its a common claim that Engineers have access to very few viable stun breakers. Both ToL winning Engineer builds however did not use Protection Injection. This shows that there is room for the profession at high level of play even without that particular trait.

That is absolutely not true. As a player who has been active in the community since release, this is something that has not been said in over a year do to changes in utility goggles, rocket boots, and healing mist. If you believe anyone goes around promoting this idea, then you are entirely too out of touch with the profession and community to broach the subject at all in my opinion.

As for Incendiary Powder I think the real problem is Balthazar runes. A 75% increase in burning duration (with 6 points into the Explosives line) is clearly broken. A 7 seconds burning duration from an untelegraphed skill shouldn’t be possible at all.

Well those runes are part of the problem, I wouldn’t call them the real problem. Everyone across the board had despised the passive and unseeable effects of this skill since day one. In my opinion, is they would simply revert the pistol auto attack to its original form, they could justify changing this skill entirely. Although in the over all, I feel some players complaints about this skill are completely and selfishly irrational given the amount of “on crit” damage traits on every profession.

The conquest game mode definitely exacerbates the turret Engineer problem. The moment you can kite and are not in a hurry you can counter the build quite easily.

The fact that you actually believe that “turret engineer” is a “problem”, you have already lost the your credibility in my personal opinion.

Finally I’d like to add that nowadays I play pretty much only my Engineer. So I definitely don’t want the profession out of the window. I’d just like to see the broken elements fixed or changed.

I do not think “broken” means what you think it means. Broken is how magnet and rocket boots literally do not function at a 50% rate or more since the last update. Everything you stated here, is arguable opinion. If you seriously feel you can use “your opinion of somethings negative aspect”, interchangeably with “literally does not function”, makes it very very hard to take you seriously.

[WARRIOR] FIX Bull charge, Rush & Savage Leap

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

They all need to be fixed, but I think Warrior needs Bull’s Charged fixed more than the others. I use Rocket Boots and the frequency of failure is much lower than what BC has. It not working all but invalidates the use of a GS. I’m not going to use Bolas, it’s equally as finicky and it’s also easy to cleanse and the target can still attack back.

Nope. Not since the last update. I have been playing ranger, engineer, and warrior all a fairly equal amount of time since 9/9, and rocket boots actually root you or put you back in the same location as you started, but cost you 2s or so of you time, and actually cause you to lose ground, about 200% more then I have with Bull’s Charge….

Swoop seems better to me, but that may be just my perception because of the ranger as a whole right now.

Right now it’s totally worthless. I can’t even hit a stationary target a few feet away. You go past them and by the time you about face they’ll be back on their feet. All the leaps were unreliable before but this patch really screwed them up bad.

That is very literally more value and functionality then you will get out of rocket boots. I was in EB for 8ish hours last night on my warrior, and it was working pretty well for me. It does make one curious though, as to what conditions occur that cause you to “pass through” or miss?

This problem generalizes to the majority of movement skills, including blinks/teleports. It

Teleport/blink/shadow step skills fail just as often now, as do pulls (magnet, spectral grasp, scorpion wire). Since the patch, I’ve had blink skills fail more often than succeed (70-80% fail in pvp)

Absolutely agree. I have totally and completely stopped using any pull skill on any profession. Once a skills fail rate is larger then its success rate, it completely destroys all hope with the skill at all.

(edited by dancingmonkey.4902)

[WARRIOR] FIX Bull charge, Rush & Savage Leap

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Don’t be greedy. lets take this beyond just the warrior profession. Rocket boots, Swoop, RTL, spectral walk, they have have issues based on the same problem. Try the other professions. If you think you got it bad, try using rocket boots. They will very literally lauch you, then half way through the animation, send you 180 degrees back to your original position or 90 degrees left or right…………Hang up on a blade of grass as the other skills will, and whats worse it it will root you in position, defeating its purpose.

IMO, engineers are OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Engineers are also the most finely tailored class in the game. They get so much attention its disgusting. It’s like vomitable. They are constantly being touched-up while other classes suffer real problems. Eventually, there will be absolutely nothing an engineer can think of complaining about. The issues engi’s bring up are like little snobby rich kids screaming that their chocolate cake didn’t have sprinkles on it.

Care to elaborate or explain or list a comparison to other profession on how they “get attention” ??

I mean, we all know your simply incorrect, but we would like you to lay out your misconceptions, so we know which route to take to educate you….we all know all you
really want is :
http://www.youtube.com/watch?v=6q3em9s5I4c

Fun Tip for new Engineers

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

You can actually run out and grab an environmental kit and do the same at an earlier level and on any profession. Picking a stone or stick or other environmental kits allow this.

Awesome to know, that will make leveling past this “tutorial mode” far less tedious for me.

Edit: Are you sure? I can’t seem to replicate it on my elementalist with things like metal bars and training swords in queensdale? What environmental kits specifically did you use and where?

Hmm, I wonder if they ninja patched it in those 3 or so hot fixes they did after the update. I am certain those in queensdale worked. I even heard others discussing it on GW2 podcast.

I have some guildies getting ready to make some new professions. I will have them look into it.

Flametrhower

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Yeah i would much rather have this skill lay a field in a circle around the caster.

The Truth Revealed - Rise of the Bearbow!

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Entertaining video. This sub forums hardly seems like the place for it though.

I wouldn’t mind seeing you make a video of this nature mocking a build from every profession.

Please be calm and patient!

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Yeah he did. he quite specifically stated that it adds management to it, versus how it use to be a thoughtless process.

Celestial Amulet & Boons

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I am not getting off topic. You are using those professions that have access to decent, or great regeneration and protection up-time as a justification for your perspective of
“I believe that each amulet should focus on a small number of stats to boost”………..As I not only disagree, I also feel you have clearly avoided direct aspects of the discussion relavent to what you state as the issue.

I am simply asking you what you think about those professions, specifically, that is the problem in relation to the amulet. It is about as on topic as one can get. They are points you brought up. Multiple times in fact. I quoted you to show you.

So for I ask again, what skills and traits do the professions have that give those boons, do you feel are the problem?

Celestial Amulet & Boons

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

One example of where you can see boons in a profession’s mechanic

Are you seriously suggesting that a “elixir” engineer build is a problem?

How many hours do you have playing one?

Hold on a minute, where did I ever say it was a problem? This, and I quote, is “One example of where you can see boons in a profession’s mechanic”. Please do not try to put words in my mouth.

Why use it as an example if it is not a problem?

I am still asking you to give us a break down of what skills and traits your suggesting are OP for the professions in conjunction with the amulet?

who is Vee Wee?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

You offer reasonable argument most of the time, and do not insult or attack players for their builds or for using a trait line. Not to mention you do not talk to people in game as he does. There are screen shots on the forums here of nice chat boxes of him. Not to mention, you do not promote braking the user agreement and the forums CoC by promoting the buying and selling of accounts as he does. Which of coarse he has to do because of previously mentioned behavior.

Runes for shared celestial

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Hm. Thought Celestial gear soulbound when you equipped it.

Anyway, as a Celestial-using Engineer: I found Traveler Runes pretty useful, and they’d probably be handy on a Ranger, too. Most of the time, I just go straight Divinity, because I change builds often and don’t want to have to build around certain effects – this is pretty much the same reason I used Traveler, besides the speed.

I was about to pop in and suggest travelers runes as well.