Showing Posts For dancingmonkey.4902:

Change Incendiary Powder

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I"m not calling this a main source of damage; it is Engineers whom repeatedly claim that you cannot ‘nerf’ this trait because they will lack damage.

This is also not about the amount of damage it outputs, it is about that you cannot out skill it.

So again, what about all of the other passive traits on every profession that you “cannot out skill”, why do you ignore those and single this one out? Where does the clear bias come from?

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Nice to see even with evidence of the difference between classes. People still seem to be unable to accept that necro has a severe lack of damage avoidance.

No one said they do not go to the bottom of the list in it. We are simply disagreeing with those claiming it has none. Then we are going on to explain why it in no way justifies giving locust signet the level of stability that warriors and guardians have with it.

(edited by dancingmonkey.4902)

Change Incendiary Powder

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

With all of the passive traits in the game that give added precision or a percentage direct damage increase in various conditions, or apply conditions, what makes this trait a special problem?

Mesmers for example can apply a multitude of damage and conditions just because a clone dies.

Why do we select specific traits and make threads on them? Why is one is better or worse then the other? Where does the bias come from?

All in all, I would much rather have this trait removed and have the damage I can achieve with it just have the damage spread out across the damage skills on the P/P, P/S, and rifle.

Might as well take all “on crit” items out of the game, so everyone can just wear soldiers or dire gear.

The problem with this idea, is that often, the same people complaining about removing things that offer a need for precision investment, will simply make more threads complaining about a lack of build diversity after they are done demanding all of the things that give value to other stats are removed at their demand.

(edited by dancingmonkey.4902)

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Really? But you can cast all of those other skills and not blinds?

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Just thought id go through all active damage avoidance in the game and i decided to add cleave aswell.

Cleave
http://wiki.guildwars2.com/wiki/Cleave

Guardian – 4 weapons
Warrior – 5 weapons
Engi – 1 Kit
Ranger – 2 weapons + 1 pet type
Thief – 1 weapon
Ele – 1 weapon + 1 conjure
Mesmer – 1 weapon
Necro – 0

Active Defence
http://wiki.guildwars2.com/wiki/Reflect
http://wiki.guildwars2.com/wiki/Block
http://wiki.guildwars2.com/wiki/Invulnerability
http://wiki.guildwars2.com/wiki/Evade
http://wiki.guildwars2.com/wiki/Vigor
http://wiki.guildwars2.com/wiki/Endurance

Guardian – 5 Projectile block/reflects, 6 Blocks, 1 Invuln, 0 Evades, 2 endurance regen 14 active defence options
Shield of Absorption, Zealots Defence, Wall of Reflect, Shield of the Avenger, Sanctuary, Protector's Strike, Shield of Wrath, Shelter, Retreat, Virtue of Courage, Communal Defences, Renewed Focus, Vigorous Precision, Save Yourselves

Warrior – 1 reflect, 3 Blocks, 4 Invulns, 1 Evade, 5 endurance regen
14 active defence options (16 if you count 3 reflects)
Missile Deflection (3 blocks), Counterblow, Riposte, Shield Stance ,Defy Pain ,Defiant Stance , Endure Pain, Berserker Stance, Whirlwind Attack ,Quick Breathing ,Vigorous Focus, Call to Arms, Signet of Stamina, Building Momentum

Engi – 4 Projectile block/reflects, 2 Blocks, 2 Invulns, 0 Evades, 7 endurance regen
15 active defence options (20 if you count turret reflects)
Fortified Turrets (6 turrets), Magnetic Shield, Elixir U, Air Blast, Static Shield, Gear Shield, Self Regulating Defences, Elixir S, Invigorating Speed, Gadgeteer, Experimental Turrets, Elixir H, Elixir R, Adrenal Implant, Adrenaline Pump

Ranger – 1 reflect, 1 Block, 1 Invuln, 6 Evades, 5 endurance regen
14 active defence options
Whirling Defence, Counterattack, Signet of the Beastmaster, Signet of Stone, Lightning Reflexes, Power Stab, Hornet Sting, Serpents Strike, Stalkers Strike, Quick Shot, Lightning Reflexes, Primal Reflexes, Vigorous Renewal, Vigorous Training, Natural Vigor

Thief – 2 Projectile block/reflects, 0 Blocks, 1 Invuln, 6 Evades, 5 endurance regen
14 active defence options
Dagger Storm, Smokescreen, Drink (Steal), Disabling Shot, Flanking Strike, Pistol Whip, Death Blossom, Withdraw, Roll for Initiative, Bountiful Theft, Vigorous Recovery, Signet of Agility, Wild Strike, Feline Grace

Ele – 4 Projectile block/reflects, 3 Blocks, 3 Invulns, 2 Evades, 6 endurance regen
18 active defence options
Magnetic Aura, Magnetic Wave, Swirling Winds, Ring of Earth, Arcane Shield, Final Shielding, Stone Sheath, Mist Form, Obsidian Flesh, Fortify, Burning Retreat, Updraft, Phoenix, Renewing Stamina, Soothing Disruption, Vigorous Scepter, Zephyrs Focus, Arcane Energy

Mesmer – 6 Projectile block/reflects, 2 Blocks, 3 Invulns, 1 Evade , 2 endurance regen 14 active defence options (18 if you count all signet invulns)
Phantasmal Warden, Temportal Curtain, Mirror, Feedback, Mimic, Masterful Reflection, Illusionary Counter, Illusionary Riposte, Distortion, Blurred Inscriptions (5 signets), Triumphant Distortion, Blurred Frenzy, Critical Infusion, Vigorous Revelation

Necro – 1 active defence option
Deathshroud!

When did blinds stop negating damage?

When did chill increasing cool downs stop negating damage?

Change Incendiary Powder

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

If it’s not a main source of damage then why isn’t there a single meta spec that skips the trait?

It is? Got any proof of this, or is it just a random with no evidence to offer?

Which meta are you referring to? The power engineer meta that dominated both sides of the ToL? The minority condition meta? The CC meta?

Example. 112 engineers in ToL EU/NA. from what I see 27 used this trait. Yet you claim it is in every meta build. 77% of the engineers used power builds.

(edited by dancingmonkey.4902)

Celestial set and profession

in Players Helping Players

Posted by: dancingmonkey.4902

dancingmonkey.4902

I love it on the engineer. I change my build so much, and it is very versatile. The engineer has so many kits that have skills that scale with power, while others scale with condition damage. I find this gear to be ideal for it, in my opinion.

Build Feedback / PvE Build (mostly for solo)

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Personally, I see very little benefit in the clerics gear since this is PvE. Your much better off going straight soldiers if you want that to be able to take a lot of damage. Personally, I feel if your desiring to focus on FT much, I would go with all carrion or rampager’s gear. This is just my personal opinion of Ft builds in which it is the only kit.

Change Incendiary Powder

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

How so?

How much damage per second can the P/P, P/S, or rifle put out with this trait that makes it a problem?

This was one trait that was mentioned as being a selection to assist the very low damage weapons. I have seem this thread remade multiple times, yet I have never seen anyone justify how this effects DPS levels to justify a worthy complaint in my eyes.

The fact that you call this a “main source” of damage without showing one iota of proof that it out damages any weapon set at all (because it doesn’t) is a clear display you are not looking for an honest discussion on the subject.

Buffing warrior diversity

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

To suggest a ridiculously over powered buff to an already OP profession, then claim it is build diversity, really does not promote a healthy balance discussion in any form.

Sigil of Generosity

in Players Helping Players

Posted by: dancingmonkey.4902

dancingmonkey.4902

No one has any idea eh?

Why won't... anyone help me...?

in Players Helping Players

Posted by: dancingmonkey.4902

dancingmonkey.4902

Both of those indicate network problems, it would be wise to contact support so they may investigate where this is happening and inform the proper people along the path.

I’m on it for a couple of days already

You are just going to have to be patient with support. Basically your timing is unfortunate. I say this because they have been swamped since last update, after changing items form or function. A lot of that requires support to personally handle the items for the player. As well, they just in recent days, launched in China to a very large market, and are dealing with those particular growing pains.

I recently had a problem, but was aware of the back log and expecting delays. It took about 3 times as long as a ticket had before, but I didn’t say much about, because I knew the delay was coming. They solved my issue though. i just had to be patient. All of the advice I can offer you, it to be patient as well. They are simply, uncharacteristically busy and back logged at this time.

Wooden Potatoe's Clone Experiment

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Yeah there is an 18ish month old video of an engineer being allowed to reflect this over and over and filling a room of his reflected clones with a friend.

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

These aren’t utilities.

Okay, so now after pages of demands for stability and repeated claims that you do not have any, 17% and 11% up time on stability, seems pretty good to me Warriors balance stance is only 20% and Guardians stand your ground is only 17%. SO now we went from necromancer has NONE (because that is specifically what is in the statement he quoted and responded to) on over to claiming having 11%-17% uptime is not good enough.

30 pts in Soul Reaping to get stability isn’t worth at all.

I see. So it is worth demanding skill redesign for, but not worth an investment to earn. Seems to me as if you actually do not want it that bad if your unwilling to invest traits for it.

Thief has another style of play it’s extremely evasive whith perma evades and stealth which garants him more control and more damage soaking.
This point is… pointless.

Ah, I see, so when others suggest what they feel is a play style with a professional mechanic and abilities that make it imbalanced to give the more stability , such as the necro, then the objection suddenly become irrelevant. Yet when applying the same reasoning to another profession, all of the sudden it is valid. It either applies to all or none.

If you pick a fight with a Necromancer at the start of a match and dodge their key lifeforce generators, you can put them in a tricky spot.

And?

I do not understand how this makes the necro special. Isn’t that the point of dodges?

If you dodge VoJ, Earth Shaker, BoB, any ranger F2 CC ability, steal, or any shatter, then you just negated 5 other professions mechanics entirely. If you expect sympathy because dodging key skills lessens your professions effectiveness, you won’t find any.

My well build does.jot.benefit. from DS saying that all necros build around Ds is ignorant.

I read the post, I do not see where he said this at all. Feel free to quote his post in which he said anything about “building around it”.

(edited by dancingmonkey.4902)

Conditions are killing the fun.

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Dire is the what most people use for condi, it gives you vitality toughness and condition dmg. Also this just shows that as a berserker i needed 3 stacks of might to be able to beat a condi ele and i only won with 1k hp left. I don’t know but that makes condi sound pretty op to me, the condi ele doesnt even need condi to win.

It is? Where did you find this information? My personal experience suggest that a much larger portion use rabid. I do not claim to know what every one uses though, I am just basing this off my experience and those I talk to in game. I have trouble taking anyone seriously, who claims they can know that 3+ million players across 56 servers, without any evidence.

Yes i concluded that condi’s op, the condi ele was built for condi, i used berserker and was built for dmg, I had 3 stacks of might the entire time and only managed to win with 1k hp left, this shows that condi builds can negate most of the direct dmg. If the ele actually applied condi to me i would have died much faster. Also don’t tell me to use condi removal, when i actually fought that condi ele (not just spamming auto attacks, a real fight) I used ether renewal never once was i interrupted while using it, so i enjoyed the full effect of ether renewal, which removed 8 conditions, plus the conditions i removed while in water form. It wasn’t nearly enough, condi was quickly spammed on me as quickly it was removed.

Actually, all this shows it that using a skill that has an extremely low power coefficient and no condition to scale with as your baseline for a test is both unreasonable and unsound.

(edited by dancingmonkey.4902)

Sigil of Generosity

in Players Helping Players

Posted by: dancingmonkey.4902

dancingmonkey.4902

Does anyone happen to know if sigil of generosity only procs when you have a condition on you, similarly to sigil of purity?

Or does it have a chance of procing and going on cool down similarly to how sigil of purity used to?

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Drarnor Kunoram., none of that is true at all to be totally honest.

You are stating professions as a whole do this or that. This is untrue. Your listing very specific weapons or utility choices, and using them to define the profession. For example, you mention engineer shield or ele focus. What does this have to do with a P/P or rifle engineer, or D/D or staff ele. Staff+scepter/torch mesmer (which is very popular as far as I have seen) cannot do anything close to what you mention with swords.

It becomes a slipperly slop when we start trying to define balance in one profession based on its comparison to very specific builds in other profession.

Find me an engineer that wouldn’t love the ability to cleanse conditions and send them back to the opponent.

Are you for giving engineers the ability to cast their condition off and on to their opponent?

Are you for giving guardians equivalent HP pool to that of the necro?

Why not give thieves minions, that seems fair right? Necros get them, there for it justifies every other profession access to it. right?

I do not see it as necros taking anything in the face. The death shroud takes it for the necro. A large portion of the skills you listed are blocks, or classified as blocks in the game. Necro has a rare ability to make an entire weapon set unblock able. Sure seems odd to me, that a profession that can make skills unblock able, would use the other professions block ability as a balancing argument.

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

We are designed to be able to put pressure on the oponente while being able to stand our own ground and not being CCed to death, having stability on a skill that has no real purpose on the current meta is not a bad idea.

Umm, I am looking at Jonathan Sharp’s write up on balance philosophies by profession right now, and it says nothing close to what you suggest the profession is designed for here.

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

We are not missing the point. We simply see no value in your point. As necros we have blinds, weakness, the largest base health pool, and DS health pool to allow us to take the hits.

Stability will do nothing to increase the necro’s ability to absorb damage, only make it so that the necro actually has a chance to cast its skills while taking damage.

As was pointed out previously, the professions are based on group play, and you have group mates designed to give stability to you. Which they can and will do. I see it every day. Bhawb was very quick to point this out earlier.

(edited by dancingmonkey.4902)

Conditions are killing the fun.

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

You actually replied to the statements? Probably shouldn’t have even acknowledge it. He is literally using scepter auto attacks on two character with entirely different trait set ups as a basis to claim balance or imbalance. You cannot take that seriously.

As well, you can never take anyone seriously that claims to tell you what everyone in the entire game wears for gear.

[sPvP] the horror

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Actually engineers took a 40% nerf to some condition skills. Impale got literally zero damage buff. All they did was change it so you can cleanse it, as before, if they didn’t use the 2nd aspect of the skill, you could not.

As well your wrong with the runes. Previously everything your suggesting those runes do, is a nerf compared to the same function previously with rune combos.

{Phase 2} :Mesmers: Outsiders Perspective

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

The mesmer is “balanced” for being strong in 1v1 and weak in group play. I don’t see how you can buff the strongest 1v1 class without making it completely broken .

Thieves also suck in wvw zergs , nobody has ever asked for buffs.

Unfortunately 1v1 is not a game mode, nor is it a frequent occurrence. your point is invalid. The context of the discussion really needs to be relative to group play.

Out of combat.

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Hmm. I could be wrong, but I was pretty certain that once you go 5s without giving or receiving any damage or having a condition on you, that you were qualified as out of combat.

Perhaps the instances you thought you would be out of combat you may have still have had weakness or vulnerability on you. As those are the easiest ones to miss noticing.

small question

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

can somebody pls test if its only affecting rifle or kits aswell maybe with a screenshot or something?

Umm, why don’t you test it?

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

You suggest they (referring to other professions) dodge as if that is not an option to necromancers. You shouldn’t do that.

Does it negate it, absolutely. It negates it from effecting your regular health pool. Which is in part, what your professional mechanic, was designed to do. The skills you listed simply negate the effects differently. They avoid it all together. I play D/D and have a 900 range blind every 14s. As well as a 10s weakness every 20s, which also negates a portion of not just the heavy hitters, but all damage for 10s

Why you mention those when they having nothing to do with the topic of Stability though, is beyond me.

(edited by dancingmonkey.4902)

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Hambow was just an example. The core af that post was just pretty obvious. We are talking about class balance here.

If it is just an example, then what justified multiple posters battering those who disagree with you about how you cannot make one to one comparisons, just to go on and do it themselves? It is not just an example. It is a bad example. If that is your example to balance the necro against, then I feel you see balance from a very different perspective then most players.

A way to bring up necro’s more into balance, is adding some more stunbreakers. This has nothing to do with teams.

Read the OP. This threads title, original post, and designed purpose has nothing to do with stun breakers. The word stun breaker is no where in the title or the OP. What is there is a specific demand for 5s or more of stability. I feel adding stability to it is not balanced.

You are futher more talking about spvp on a low skill level; ‘’spreading conditions and ripping off boons, and using cripples and blinds to aid control of the flow of battle’’.

I am? Mind quoting where I specified sPvP??? If your confused, perhaps you could ask for the game mode or more context, but to sit here and tell me what I meant or refered to when you do not know, is not wise. Particularly when your assumption is wrong.

I’ll give you applause if you can do that with your scepter/focus condtion spreading and corruptbooning.

Hmm, I am looking back and see multiple post in which i list my weapons set. Neither of which are what your listing. If you do not want to have a serious conversation, please just say so, but making inaccurate claims for me is doing nothing for anyones ability to take you seriously.

[WvW] Condition Duration Food is OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

As others have mentioned, why not just remove both +/- foods?

Because the foods compliment different builds. The food that condition damage directly adds much less damage then food that adds power, because they scale differently. That is just one of the reasons we have duration foods.

No point in running the -condition duration food if the +duration food no longer exists, and then the skills and times are now balanced in eachother as they are designed to be in competitive environments like sPvP.

sPvP and WvW are two very different beast. Skill and individual competitive play is no where near as relevant as sPvP. Group coordination and large team effort reign here, not 1v1, 1v2, 2v1, or 2v2.

Duration makes little difference in PvE because the durations of the skills are intended to be a certain way such that condition damage is regulated to a certain amount of uptime/stacks for balancing purposes. Reliance on this food for PvE content is silly and unjust, and in the case of dungeons, is arguably useless because of the condition stack cap on bosses/monsters.

This is completely inaccurate actually. Bosses with unshakable cut vulnerability, weakness, and blind to 50% duration. It takes the investment of duration food plus traits or weapons with duration on them just to keep the regular duration of those benefits up.

As well, you suggested that
“condition damage is regulated to a certain amount of uptime/stacks for balancing purposes”
But that is in fact no where near the truth. The devs have been very clear to stat that the reasons there is a stack cap is a systems limitation. The reason up time of duration stacking is limited based on system limitations. The system in place for both of those has absolutely nothing to do with balance what so ever.

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Yeah, for as much as you guys have started stressing that this issue needs to be balanced based on group dynamics, why does the Hambow trumps me become relevant at all?

As I have seen in 7 different post, players suggesting they get bounced around like a ping pong ball, then why is their group guardians/warriors not helping you with that? Why do we need to redesign caster skills because your heavies are playing poorly?

[WvW] Condition Duration Food is OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

But explain why they thought it appropriate to give condition-specific food +15% duration, but then add +40% duration food for all conditions? Did they create all those foods as a joke in preparation for the 40% punchline? “Lol j/k, don’t worry about specializing your build, just have a bunch of duration for all conditions!” Then everyone cheers and is content that they can put less thought into the game.

It has already been explained. Posted by a dev, and repeated in a hundred other threads there after. It doesn’t bode well, to be honest, that you have to ask us how or why aspect of the game works as it does, yet you care to tell us how it needs to change.

It just feels out of place to me. You anecdotally claim that not running -40% duration food has never made much of an impact for you. Maybe you hate conditions so much that all of your builds are very anti-condition, I don’t know. You didn’t give any context, you just want me to take your word for it, which is difficult because taking +40% duration food made an enormous impact for me.

You expect “how it feels to you” , as you stated it anyway, to be an acceptable justification. Yet if someone else relates there experience, you literally accuse them of making “anecdotally claim”. What makes your “feeling” or “experience” more relavent then any one elses?

100 Power/70 Ferocity is peanuts in the face of an extra sequence of attacks or the thousands of damage I’m avoiding by being relieved of pressure for that much longer with my condi food.

It is peanuts? prove it. I just read a nice right up on the engineer forums that broke down the meta condi build and a meta power build. All of the skills that did direct condition damage were only increased by the rare veggie pizza in the 9% area while the direct damage build the plate of truffle steak increased the damage in the 11% ish range. Those are evidence that are provable, reasonable, hard to dispute.

The reason I’m arguing against the food is because I don’t ever think about using anything other than the +40% duration food. If someone brings 100 Power/70 Ferocity, whatever. They can enjoy that bit of damage. If someone brings -40% duration food, I better have +40%, or things are going to be unnecessarily rough.

So they need to redesign aspects of the game because you refuse to diversify, or are stuck in a rut. Because you, for what ever reason, do not use anything else? Seriously, what else do you use 100% of the time? Clearly you believe your personal refusal to use or not use something is all Anet need to redesign it. That is not a very fair balancing process.

(edited by dancingmonkey.4902)

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

However, condi engineers being weak to necromancer has literally nothing to do with this discussion at all.

Yeah it kind of is due to the fact that you used this statement as an argument for your point some how

Engineers are literally what a team takes if babysitting a Necro

we have better removal and more importantly transfers.

So with the great removal and ability to transfer the soft CC on to your foe, why are you incapable of handling the limited hard CC with blinds or dodges?

(edited by dancingmonkey.4902)

[WvW] Condition Duration Food is OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I apologize if it upsets you that I do not answer question. I am not making the initial claims. As well, you do not need to quantify every skill. Ironically, those suggesting the food is OP have quantified no skills what so ever.

Are you spending that much time running away that a single immobilize makes the difference in a fight? Seems to me that would vary greatly from profession to profession and build to build.

What build are you using that it is a problem with?

[WvW] Condition Duration Food is OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Are you spending that much time running away that a single immobilize makes the difference in a fight? Seems to me that would vary greatly from profession to profession and build to build.

What build are you using that it is a problem with?

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Really? Then why are there 3 threads on dealing with necros on the engineer forums? As they are generally considered the bane of the engineer profession.

It might aid the discussion if you developed a more familiar understanding of other professions and their builds.

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Stability doesn’t avoid it, it gives us a very small period of time where the CC itself doesn’t affect us. Its very easy for the other person to simply hold on to their CC and wait, which is the point, it allows us to not just get hit once by CC, and then have to watch as they CC us into oblivion. We could have 50000000000000000 HP and it wouldn’t change anything (note that this is why bosses have Defiant and whatnot).

Your justication for stability applies to engineer, thief, and mesmer as well. Only they do not have the HP to take the damage while stunned. Are you good with them getting similar levels of stability?

[sPvP] the horror

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Nan dude its the opposite, power specs got stronger with the runes of strength in Spvp. Condis are probably ruling wvw though. Cuz of the 40% duration food and 10% crit dmg Nerf.

Doubt it. The only time the food makes a difference is in 1v1 or 2v2 situations, which are rare, in fact, the very minority of situations in WvW. Any more then that and the group or AoE condition removal options, combined with the stack cap or the fact that many conditions only stack in duration, limiting their value extremely, with more then one player that applies them as part of their builds damage.

So the game should be balanced around 1111111 zerg play? I doubt so.

Nope. That is not what I suggested in the least. How you came to that conclusion based on my statements is beyond me. I was simply explaining why condition are not OP in WvW, or are in fact generally under powered. I only pointed out that once you have more then 2 players in opposition, that they lose damage value greatly, and the reasons why.

In the case of sPvP though, you do have 1v1 situation occurring much more often, but you do not have food increasing the duration their either. As my experience goes, though, the general condition application skills, after the conditions have lasted their duration, do similar damage to the equivalent direct damage skill.

[WvW] Condition Duration Food is OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

So, what your saying is, you are sticking to the idea that it is over powered based on absolutely no facts, even though in multiple other threads, it has been shown how one can very literally display the damage food effects every skill?

Well, I will have to disagree with your assessment. Based on the threads previously, in which players posted facts they determined along side the method at which they reached those facts. Although I am sure you are an impeccable player, I simply find it to difficult to take your “cause I said so” statements over posters who strive to present an argument with actual evidence.

[sPvP] the horror

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Nan dude its the opposite, power specs got stronger with the runes of strength in Spvp. Condis are probably ruling wvw though. Cuz of the 40% duration food and 10% crit dmg Nerf.

Doubt it. The only time the food makes a difference is in 1v1 or 2v2 situations, which are rare, in fact, the very minority of situations in WvW. Any more then that and the group or AoE condition removal options, combined with the stack cap or the fact that many conditions only stack in duration, limiting their value extremely, with more then one player that applies them as part of their builds damage.

Trading With Another Player

in Players Helping Players

Posted by: dancingmonkey.4902

dancingmonkey.4902

Just to put it in perspective, I have never played an MMO that allowed personal trade between individual characters, that did not have an issue with players exploiting the system to create duplicate money or items. The system in place now limits trade to either the general public, or only players you trust enough to do a mail exchange. Though the mail exchange opens you up to personal exploitation.

Anyway, that should help some folk understand why they were wise enough not to implement a personal trading system in GW2. One of the reasons anyway.

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

The reason balance is so desired is because this game is amazing, we all want it to succeed. But when you play the same profession every day, you’ve spent hundred or thousands of hours on it over almost two years, you know every single weak trait, every single weak skill, every single thing about your class that isn’t quite where it should be.

So do you go on the forums and kitten with ANet about how awesome the game is? No, you have to talk about the future of the game, which assumes the game isn’t perfect as is.

An occasional weak trait or weak skill does not make a professions out of balance. Nor does it by any means justify most of what is said in this thread. Not to mention, most of the post/threads demanding X changes to X profession, use extremely subjective ideas of what makes a skill under or over powered. No one is suggesting the game is perfect, but some many of the complaints come in the form of demands and are often viewed as unreasonable to many others.

My PvP build for WvW?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

I disagree with that. This build would be perfectly fine with a full ascended or exotic celestial set from top to bottom. You only need to mix and match gear if your trying to accomplish specific levels of particular stats. In which case the level of gear mixed, depends of the thresholds of each stat your trying to reach. More often then not though, specifying with a full set of one gear type, and focusing on building to its strengths, is more beneficial. At least in my experiences.

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Right, classic L2P answer. The problem you aren’t seeing is that we have to avoid more than just 2 ccs per 20 seconds especially when getting focused. Giving an active skill that grants stability will allow us to use our active skills when getting focused without sacrificing 30 in soul reaping. That is exactly what necromancers need. Currently what happens in team play is the necro gets focused first not only because they do a ton of aoe damage, but also because they are by far the easiest to get focused. As far as your L2P comments, it is hard for me to agree with you when it is well known that the last 2 sentences are true.

I am seeing the situation your “claiming” as a problem just fine. I simply do not see it as an issue.

If someone invest a large portion of their build into CC, why would you expect to avoid all of the CC? As well, why do you tell me what I need to defeat someone, when I prove your example incorrect in my game play every single day? I find it interesting that you tell me you must follow certain criteria to accomplish something, when I do not. Then suggest a difference in play between the two of us is irrelevant.

It doesn’t help either, that you attempt to imply that necromancer is specifically, as a profession, some how more susceptible to CC then every other profession. When there are other professions with as little or less access to stability. Your also assuming that every other player in professions with stability, us it in every build that everybody uses. It doesn’t help your perspective to assert such conjecture and assumption.

[WvW] Condition Duration Food is OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Do you guys need a data log to see that the sky is freaking blue as well?

I’m not going to the effort of testing something already confirmed by repeated experiences on both ends of the equations.

Kind of making the argument for the guy your arguing against here aren’t you?

We are supposed to take your word for it? You could be the worst skilled player in the game for all we know. You could be the best. You may be completely biased for no reason. The list for not taking “your word for it” as a reason to change something, could just about fill up the Grand Canyon.

When you refuse to offer any actual facts, all your doing is confirming to Anet, that there is no need to make a change. As someone who sees no need for a change, I thank you.

You also suggest you need damage logs. I do not have any idea how you came to that conclusion. All you have to do is simply look at the condition damage of a skill. Add the food to it. If a 40% increase adds another tic, then viola. You now know what damage is added to said skill. If 40% is not enough to add another tic, then you know it adds zero damage to the skill. The tool tips are very generally accurate across the board for condition damage skills.

Direct damage is considerably easy to calculate with food to compare it to before food in order to calculate the increased percentage. Figuring the DPS from there, based on cool down duration is simple.

Personally, I feel you do not care to figure it up out of the concern of proving your own claims to be reasonably inaccurate, but that is just my opinion. If you were so certain you were correct, one would think you would jump at the chance to prove it so easily.

Edit: Instead of +/-40% on all conditions they should do it related to fixed conditions just like on the runes of the centaur. (-50% against cripple) (not 50% just because of food…)

Personally, I can see a lot of logic in separating damaging conditions and damaging conditions. The problem then lies in where we lay the distinction. Vulnerability and confusion for example do literally 0 damage in themselves. The possible damage from either is extremely situation and ofen depends entirely on what other do with them in place.

Now if we are discussing this in terms of soft CC such as a separate food for cripple, chill and immobilize, while all other conditions fall under a separate food, then the dynamics of the discussion change entirely.

(edited by dancingmonkey.4902)

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

With all the Hp we have to absorb both damage types, and in most cases, send their conditions right back at them. Why not do what I do on my necro, and use dodges to avoid the CC skills first and fore most. Many of them can be avoided simply by moving out of the path. In those cases dodges are not even necessary.

A lot of the s entries for complaint I am seeing here, appears to be from poor game play decisions more then any thing else. At least that is how I see it. Personally I find dodging CC skills and stun breakers, reasonably sufficient, when combined with our hp pool and DS option. I say this based on my experience with every profession having been leveled to 80, and my love for my necromancer. I much prefer our reasonable balance, compared to how I feel on my thief or warrior.

[WvW] Condition Duration Food is OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Although I think it is an unreasonable request (because it seems folks prefer to make claims based on assertions rather then facts, because often the fact counter their desired change) I would love to see some comparison facts by those suggesting it is an issue. The problem I see though, is that we will run into anecdotal claims. They will only show the math best on the extremes. Such as the rarer long duration skills compared to the lowest damage skills of direct damage sets. Not offering a broad spectrum, intentionally.

Hopefully, we can get a more honest comparison then that. But I won’t get my hopes up.

My fears are confirmed by the post above. Antidotal claims with no actual facts tied to it offer nothing constructive. As well they are easily skewed or misrepresented.

(edited by dancingmonkey.4902)

Need a guide for leveling

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Depending on the situation, I found tool kit and personal battering ram hand for situations in which more ranged skills are needed. By this I refer to the tool belt skills.

New Decapper Build?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

You also have to remember that you do not have the tool belt aspect of turrets when they are out. So you use that function after it explodes for the Are knock back. I agree the turret CD is too long though, in my opinion.

small question

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Yea. It does indeed.

put stability on locust signet..

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

So?
If someone invest in a “crapton” of CC then they are devoting their build to CC. If someone devoted their entire build to one aspect, then yes, you absolutely should be effected to some level by that aspect.

It is totally unreasonable to expect to be able to completely nullify every build. We can easily nullify condition builds by turning it back on them. With the shear number of Hp+DS, we can absorb an extremely high level of both damage types. To expect to negate CC to that level is unreasonably out of balance for us.

[WvW] Condition Duration Food is OP

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I find it odd that you state that +40% condition duration has a lot of its potential wasted. Any condition that has more than a two second duration is guaranteed to receive at least one extra tick by using this food. Furthermore, you can combine this food with a separate +10% condition duration source (i.e. 10 trait points, toxic oil/stone/crystal, rune set, &c.) to hit the +50% threshold, which is quite significant for many abilities..

Your being a bit one sided in your view here. Vitality, toughness, precession, ferocity, and power are all stats that can be combined with oils, traits, and stat lines that work additively with it as well. Your attempting to imply this is specific only to one food type, and that is completely untrue.

As well, you mention the extra tic of damage you get if the skill has 3s or more of duration, while power or precision for example, effects every damage skill out there, as well as the lower direct damage attached to condition application skills. I am fairly certain that over all, DPS is gained from power food to a larger percentage increase then condition over all dps is with this food.

[Engineer] Flamethrower Skill Concerns

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

No.

To this whole tread.

Engineer is flexible and powerful enough in PvP without a single utility skill on no cooldown turning him into a monster. Combine that with what the engineer can already do and one engineer will just destroy everything.

What specifically do you not want changed about the FT?

How many hours on a FT engineer do you have? I ask because the pronouns you use direct every comment you made as exclusive. Suggesting you have little to know experience on an engineer, or you would say we, me, or us. Comes off as a very non-constructive and bias reasoning to simply not give “any profession but my main” and positive changes.

Honestly though, I think the majority of the skills are in good shape, except for flame jet. Which either needs a 1s burn added to the first tic, or a percentage of direct damage increased.

As far as flame blast, I do not ever see them making the ’blast" a blast finisher. In the end, they wil simply change the name like they did with explosive shot.