Continue playing as normal, or press B look at the profession selection and go find who I want to fight.
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
Dynamic events are about changing the world for a time.
You save the village so the centaurs do not have it. You can see what the results of your victory, freed villagers.
You could’ve let them all be wiped out, and you may of seen the bodies on the floor like the Giant of Dissea plateau.
There have been permanent one-time events.
These had destroyed the fountain of Lions arch, which is now repaired, and brought about and shaped the Southsun cove from a place with a bunch of trees which were then cut the hell down on our way to level the place and destroy the Ancient Karka.
You don’t get one-time events often, partially because players hate missing out on content.
The living Story atm is also not permanent, steps will be removed so your contributions today may be significant to you as you won’t be able to go back once the world moves on.
Players cannot organize their own events well without Custom Arenas. It is problematic and getting everyone on the team they’re supposed to be for instance is a pain, compounded by it being forcibly scrambled.
When you stun a warrior and see your damage drop like a brick due to Turtle’s defense kicking in on your stuns and your cripples.
“Shortbow time”
This is a good idea! In fact, we’ve already discussed this. It’s done and will be in the next patch.
When exactly is the next patch anyways? And is this the real “BIG PVP PATCH”.
With growing outcries from PvE, WvW’s constant rage on specific professions and PvP’s reaction last month I wouldn’t be surprised if the status quo for professions was shifted on the 26th. Oh and they didn’t manage to kill 100 nades last month, so they’ll have to try that again for the what 4th month in a row? If not I’ll be honestly shocked. Then there’s the devs giving Ranger’s some increased hopes for their dungeon issues, and these changes for PvE will likely bleed into Pvp…so umm expect a shift? With some new WvW passives and all the talks from devs in the Dev Tracker, be surprised if next patch wasn’t significant on a profession level for pvp
Features though?
No way bro. 2015.
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So the storms from Glyph of Storms, and Ice storm, Firestorm and Lightning storm on the Conjure weapons should create combo fields.
Smoke field for Sandstorm.
1. Make conjures more appealing and supportive, when allies/you can bring that additional team support via the Combo field.
2. Every Conjure weapon with a Storm is able to take advantage of it on some level.
3. Makes Glyph of Storms a more appealing choice.
^ Much less. 15char.
These two class mechanics require skill to counter — more so than any other class in the game (go ahead and pick one — no other mechanics compare)
unfortunately the amount of dmg they deal is just too high for using simple skills especially thieves . below is an example on my ranger with 3.2k toughness,1.1k healing power,i used up all my utility in a previous skirmish so this thief killed me under 5 seconds flat.
4k steal,7k backstab,2 times HS for 9k,3k cloak n dagger.
he pressed around 5 buttons only
Same thing happens with mesmers: iLeap, sword skill, 2x clones, mind wrack -> BOOM 12k damage instantly only 4 buttons pressed and no risk taken considering you are immune most of the time and you can just go invi or use distortion after mind wrack, 0 risk taken.
Here you have a massive misunderstanding of how mesmer works… He is not just gonna just pop a mindwrack blurred and do that much damage… Mindwrack base damage is very low… We can get it that high with traits… And even then just one mindwrack isn’t gonna do 12k unless it is preceeded by a full diversion… in this case we can stack 15-20 stacks of vuln IF we interrupted one of your skills… After which the mesmer still has to get 3 more clones out and close with you to get that blurred frenzy/mindwrack combo. Then MAYBE if it’s a full GC they can get 12k mindwrack… But it is not as easy to pull off as a thief 12k backstab and they (the mesmer) will have blown most stun breaks and weapon skills to pull off that combo and has to wait at least 30 seconds to get the exact same combo off… Soooo you were sayin?
Wotutalkinboutwillis? He can pop Mindwrack and blurred and do heavy damage, exact numbers aren’t really the point. I won’t pretend to be a fantastic Mesmer by any stretch of the imagination but it’s fairly accurate. The swap is pretty easy to dodge negating that initial combo so it’s not “instant” but it’s certainly quick. The combo itself is quite low risk in itself to perform, it’s after the combo that the Mesmer starts becoming somewhat vulnerable.
At the base doesn’t really matter since few are Shattering off a “base” mindwrack. It’s like saying Steal doesn’t do damage unless traited for…well most have it traited for damage.
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Solution C: don’t be competitive. I’m not. Idc win or lose it’s a game.
Kingship ftw.
^The correct answer.
Kingship never waves.
That’s not about pocket healing.
It’s saying a Warrior can whack on you regardless of protection and drop your health like a domino. He’s more efficient if someone removes it for him, but it doesn’t change that he can hit incredibly hard even through protection. On his own? He’s still the hardest hitter. Warriors dilemma is not lacking boon removal on an individual level, they have crippling weakness in other area’s that significantly hurt them.
^that was their reasoning in removing the trinity…so answer why this is suddenly not true when it comes to boons. Damage does not counter boons. Not only does it not counter protection, aegis, regen, but it HELPS retaliation, AND it does nothing against fury, might, vigor, and swiftness. So that argument that a warrior simply powers through things like protection is completely off base.
You didn’t disprove anything in that entire block.
No one has yet explained WHY it wouldn’t be right. All i’ve heard is it would make boons useless, but the suggestions I’ve made require sacrifices in other areas to take boon removal and it is limited in that sense and in the sense that it would only be 1-2 boons removed. So please explain to me how, with how fast i can replace removed boons, this would completely destroy boons rather than MAKE PEOPLE ACTUALLY THING ABOUT WHEN THEYRE USING THEM FOR A CHANGE
People can hardly think about when they’re using them ( to an extent) because of the way most are handled. If more people had boon removal it would just kitten on those who use it period, because they’d eventually be overswamped by frequency and their defenses rendered arbitrary.
As it is now. If your teammate uses boons a lot, there are 3 targets who can be a threat to that, which makes them priority targets in terms of protecting his defense. In exchange he’s generally a priority for him, because he’s what they’re meant to breakdown.
You throw it on everyone and there’s no prioritizing on that level.
It diminishes certain profession relevance and goes against the point of professions tackling things differently, and bringing aspects that the others cannot replicate.
An engi can stealth a teammate.
Not as well as a thief or Mesmer can.
Thief most certainly doesn’t hold pts like a Guardian, Ele, or Engi can.
Should we suddenly give Thieves inherit protection so they can Bunker? Or is it a reason to consider not running 5 thieves because they have class weaknesses that other professions cover up.
In other words, you’re supposed to be weak in certain aspects so others can work with you to accomplish a goal.
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You can sit in sword longer, because you can remove yourself from immediate frontline danger. Not because of TTK and go back in with that knowledge. Generally if you have 2 ini, you have a way out. With or without Shadowstep. D/ can find this more problematic and switch to shortbow to compensate.
Boons make up a LARGE part of pvp mechanics and need to have some feasible counter on a 1v1 basis. Not all the time, not in every build, not in every situation or at great lengths… they just need access
1v1? It’s called patience.
If you wanted done in a timely manner you grab a second person.
We could do with some improved/more options but throwing it on every profession ain’t right.
The other problem is the nullification runes arent timed or on demand. I can CHOOSE when i want boons removed with spinal shivers and bountiful theft. I can play with arcane thievery and flanking strike strategically. Nullification does not give me that option, I am at the mercy of RNG to determine if I remove a boon or not. That isn’t counter play, that’s prayer and hope that it works out for you in the way you want.
I agree with this in the specific sense, but in the general sense no.
Boon removal is intentionally class specific.
Nullifications existence is so that those not made for it, can do something about it.
How does a warrior handle protection? he doesnt… how does he handle regen? he cant poison… so… more damage? I guess he can stun/knock heals if they dont have stability but the main weapon GS and the main utilities dont use interrupts (except Bulls Charge which you cant use for that cuz u need it for UR 100BLADE BRO) Those things aren’t counters warriors just do damage to begin with. It isn’t well thought out or solid gameplay.
A warrior Smashes on you with protection with the highest damage in the kitten game.
Protection isn’t supposed to be worthless. A warrior is not supposed to remove it, he get’s a teammate to do that. Not because he actually needs protection removed to function, it makes his job easier. When you hit as hard as a warrior does, making you cut through all defenses is insane.
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You can still use it if you’re willing to actually do so.
30 SA and 30 Trickery specs still work fine for S/D.
Oh and if you weren’t aware tripwire and needle trap no longer have broken hitboxes (if it matters at all to ya). So essentially all our skills except for scorpion wire work at this moment now.
If you want to burst someone with a sword you can do so, it’s like people never heard of Haste and mug. You’re just generally less upfront than a dagger, but tbh you can sit in Sword longer imo. Less immediate dependence on the bow. When you can manage close and mid-range positions with Inf strike.
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Quick Pockets. 15 char.
Quick Pockets should be changed to restore all the Initiative, or make weapon swapping recharge 5 seconds faster.
Lol’d so hard mothakittenas wanna fine me.
Quick Pockets. 15 char.
Can you aware the rest of us where we can find this mythical world with no Rangers or Elementalists?
This thread is so entertaining to read.
in wvw/pve.
10/30/30.
Paralyzation + Flame.
Shutdown for 3s, get some healing/condt removal.
When ready hit haste, Mug and burst to kingdom come if necessary.
or do FS + Mug. FS is only 7% weaker than Backstab.
Form of Diminishing returns? The only way it diminishes if I understand is vs damage modifiers. That push the scale in Power’s favor. Which is what I understand they want, offense > defense by design.
But that’s also a significant reason to make Protection as powerful as it is
1) Offense > Defense, so allowing significant defensive power in a removable boon works for that goal
2) Protection for example completely nullifies the bonus of Executioner + the 25s grandmaster in CS. with an extra 3% mitigation on normal damage.
even if you reduce protection you make defense all around stronger, for doing nothing since toughness is not removable.
All professions have access to a weapon sigil if they want to remove boons. That is reality. This privelage is innate to every profession in the game, no one is exempt from being able to use nullification. As such all professions can remove boons. The only time they is somewhat false, is in Pve/Wvw where you have to purchase it. In Spvp? Nullification is completely free, and is as much an innate choice as slotting a utility skill.
The sigil is however mediocre.
Making you decide “I want to be better at removing boons”, vs “I want to do more aoe dmg and take Flame sigil” or “I want to remove more conditions and take purity” isn’t a crime, it’s part of the idea they presumably want. You have choices, you make em for what suits you. Nullification is just a pretty lame choice atm, when you can take flame sigil or sigil of battle/bloodlust/hydromancy/whatever and generally get far more for your buck.
Let us be real here.
You innately have the ability to take nullification in the same way you innately have the ability to take Dueling Evasion as a Mesmer. It’s optional, but it’s something you can always do if you so please. Just as you can take Trickster instead of Bountiful theft as a thief, or Spectral wall instead of Corrupt Boon as a Necromancer.
Null should be a better option, there should be a weapon swap equivalent, and sure some additional boon removal or boon offense/defenses can be added to utilities/traits.
It’s not embedded in to you like Dodge rolling is, but those are the breaks.
As strong as boons are, we don’t need every profession being able to shutdown a guardian or elementalists defensive significance at their discretion.
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#1: Let us see the % damage reduction our defense/toughness is giving to us in the Hero tab. I need to know how much that extra 273 toughness is giving me (made up number) compared to the 300 power im getting in trade (another made up number). These types of tools are useful and need to be implemented.
It’s giving your divisor in the damage formula an extra 273. It’s negating 300 power, what 91%? However how can you put that as a percent when it’s effect depends on their power. If their power is 500, it only reduces the effect of their Power 54%.
If you look at the formula since toughness is just added to armor to be used as a divisor and Power is a divisor. If I understand math correctly (which I probably don’t) Toughness directly cancels out power. So 916 power is negated completely by 916 toughness. Your additional toughness doesn’t reduce any additional damage than the base unless it’s higher than their power. So how much you reduce damage is character specific is it not?
If someone has 1500 power vs your 1200 toughness it negates 1200 power, so they do more dmg than normal, but if they have 600 power, you’ve halved the effect of power. So they should be doing about half their normal damage no?. If it’s character specific than it’s better to put your armor rating than a fluctuating % which would require you to check the hero tab every time you target someone :P.
#3: Improve scaling of toughness, reduce protection to 25% (down from 33%).
REASON: 33% is too much for a single buff, especially one that everyone doesn’t have access to (cough cough warrior, the only class who cant use protection). So much suvivability should not rely on when one boon is simply up or not. 25% is noticeable, does the job, and is far more fair, allowing for toughness to feel truly protective.
Protection should be powerful. Fury should be powerful. Swiftness should be powerful etc. These are offensive and defensive aspects that can be removed.
They are different from Stealth, Aura’s, invulnerability states, evades, Banners, trait effects, toughness, and armor which cannot be removed.
Removing them is just too weak.
Lulz gw1 had really powerful enchantments, you removed/interrupted them. With typically specific professions that excelled in that. Dervishes, Shatter assassin’s, Mesmers and Necro’s. Thieves, Mesmers and Necro’s retain some of that (poor dervish) no reason to make a Boon weaker. I like that it’s strong. Breaking it down is just a pain when
the weapon sigil that is about that, is mediocre and you get more just popping a flame sigil and of the three, Necro’s and thieves don’t stick out that well (imo) at BR vs Mesmers.
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Boon removal is a thing everyone can do. 2 professions do it well, one does dabbles it.
They should drop nullifications ICD to 7/8s and create a weapon swap version with a 9s ICD. 3 boons removed in the course of 21s is hardly demonic and get’s counterplayed by simply covering your important boons. Which some can do very well.
Edit: failed at basic multiplication
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Your basing decisions off this community driven interview?
Lol wot.
Wait till the 26th.
of 2015.
When people mention fun fight, I know they’re talking out of their kitten
Lol since when has smacking on a bunker been fun?
Lettuce be real tea, it’s not about fun fights, it’s about what you feel is over the top, and what you think is not.
If I kill a guardian in 15s or 1 minute. I don’t stop and think “oh that was such jolly good fun, and I hope we can do that again, after 15s” Who the hell does?
If a thief,mesmer vanished and then appeared dead every-time no one but thieves and mesmers would complain about not having “fun” they wouldn’t care.
There is a feeling of being too effective for what we’ve got, no reason some have to sugarcoat “fun” as an excuse.
There’s no “is it fair” issue.
There’s parts of the thief and mesmer that are lame, and disproportionally effective and parts that suck kitten Same for everyone else, keeping it real they just need to iron out the wrinkles on the classes.
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Warrior condition builds consist of two conditions what do you expect?
I’d expect condition removal to apply only to CC. Damage should only be negated by a healing skill. If someone manages to land condition damage on you, it should cost you a healing skill to counter it, the same as if you received the damage straight up.
That would be dumb as all hell.
When Conditions (poison) can also mitigate healing to begin with, healing being their only removal is nonsensical.
As well as the damage they can do that goes through invulnerability, Dodge and Dmg negate. Also that they completely ignore armor. Going through Toughness and Protection. Considering there is multiple ways to stop straight damage, there obviously are ways to remove DoT’s that go through them.
Warrior condition builds consist of two conditions what do you expect?
^ All thief weapons can burst if that’s what a thief wants to do with them. That’s just reality. S/D most certainly can. Well excluding Shortbow.
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Steal is very powerful.
Just be mad boring since you don’t use it as much as other mechanics.
I use Steal to kill with dat dere Mug. Close Distance, or get some skills to back me up brah and land flanking strikes/pistol whips. Or give some more boons when I fool around with Venoms.
The whole thing is trash and classifying trash is silly.
Will gladly accept their overhaul patch for that system, but till then it’s still in Beta.
top tier.
Ranger.
Or maybe not, who knows though. Who plays underwater?
Add more.
Make which pops random.
Make them actually affect the world like the Avatars do.
When Tequatl is up, I dunno why I should care outside of loot to begin with.
The loot is too good (srs) but if it wasn’t for the loot there wouldn’t be much ramifications (world wise) to ignore it.
Some of the other world events are pretty ignorable just because they don’t have a Giant mega boss at the end.
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Nope never wondered, nor cared.
They said it’s on the list.
Foe fire……..
1. Rogue archetype.
2. Stealth is lame
3. Gank.
4. kitten
1. Is just inherit.
2. Is understandable.
3. is L2P.
4. Is lol.
Ranger is hard to play? Says who.
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Hot join.
1v1 no party join, solo only.
1v1 party join, no solo.Problem solved (for the mean time).
Custom Servers
1v1 Unranked, invisible MMR solo/duo queue
1v1 Ranked, visible MMR 5-man queueI fix’t PvP fer you ArenaNet.
CA is already on the way…
Says the “only” possible solution
then provides a second solution.
Strong sense of “only”.
many people still don’t try to CC or predict a thief’s movement and actions as they should. I still run into some who don’t seem to have any kind of defensive utility slotted. add to that glass warriors are still the most common from my experience and it is explainable.
that said, any warrior built even slightly defensively has a large advantage over burst thieves, they just are not as prone to do it as guardians, who find it far easier. given two equally skilled opponents in proper builds I find guardians and warriors my toughest opponents when I am in a burst build, and necro’s and guardians when I am in a condition build.
I’m actually near-full GC but I never lost to Thieves unless they got me totally from behind (lol) while EP was on CD and I wasn’t paying attention – but that maybe happened 2-3 times over my 1400 hours.
In any other case they will just CnD+Steal into 0 damage, I whirl for 10k and at this point they either:
- come out of stealth and be hit for 14k eviscerate + Rush(which follows stealth) if they dodge
- use shadow refuge and be hit for 10k+ while inside
- use blinding powder to continue stealthing and I Shieldblock until they unstealth
- try restealthing with CnD that I dodge, and finish them
- escape
S/D thieves I just Balanced stance their whole stuns and blam blam dead.The only Thieves I feel forced to run from are P/D ones, they just troll you and heal up so it’s not worth the gamble for me.
Uses Balanced stance to shutdown a weapon that can remove Stability.
Sounds legit.
^ There is Keg brawl.
Get your Norn on.
^ Lol whatever you say brah.
Mesmers are easy to play
So are Warriors
and Thieves.
Elementalists aren’t hard either.
Rangers? Not rly.
All classes in this game are fairly easy to pick-up a battle of “what’s easier” is completely pointless no matter who’s arguing.
Or you can just kill the thief.
Lmao bleed thieves.It’s the only ones that I don’t know how to fight.
I really don’t know what their weakness is.
Mono condition – easy to remove before significant
Offensive power drops to mediocre at range.
Constant stealth makes the point go to neutralized state.
Death blossom does not leap far and is easily evaded.
Death blossom’s available uses are easy recognized by counting to 4. You will not see another DB after that, and it will generally stop at 3. Trying to move towards you after kiting to land DB leaves them vulnerable to CC.
Immobilize fixes position, meaning strafing to their back now disallows them to land a CnD regardless.
Shoddy offensive significant power outside of Caltrops, Death blossom and Sneak attack, means little skills to actually be concerned with. Caltrops is down 10-15s after it disappears leaving them with just shoddy Sneak attack attack play, deathblossom or in some cases the shortbow.
P/D’s have shadow strike, but it does kitten damage in a condition spec, and only puts them in range to do more lukewarm vital shots, now out of CnD range.
Or you can just kill the thief.
Lmao bleed thieves.
Boon removal plz.
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Space yourself.
You’re going to be disadvantaged by the culling of WvW causing unnatural tactics to work further in their favor than it does yours.
However.
Basic rules apply.
Distance must be closed.
By Shadow returning, you ideally create distance (move away from your return point).
This creates flaws in their offense.
Interrupting HS prevents their stealth completely and puts hs on a cooldown. Most do not operate well without it. Black powder is about spacing, position yourself and it will not affect you.
I wouldn’t rely on tactical strike as a crutch you can be significantly threatening without it. Don’t blow ini unnecessarily thinking you need it.
However again, the culling of WvW works greatly in their favor to cover up rather significant holes numerically that would otherwise be readily usable.
If they try to bstab you.
Just shadow return away.
If they HS spam. Shadow return/Shadow step away or swap to bow and Distracting shot.
Not a fan of your build tbh, to me it lacks specialization, and is a mish mash of ini regen and fortitude without real benefit. Primarily for 1v1’s in the middle of nowhere.
Range attacks shouldn’t be cheesing you when you can hit dagger storm and repel them back while putting back pressure.
If he dagger storms you FS it and get the opportunity to daze him and apply your damage.
Using S/D + S/P with your utils and traits.
You have no immediate interrupt, so you’re naturally forced to play a spacing game, and can’t utilize other tactics that can function with BP, Haste, Scorpion wire, Signet of Agility or even Tripwire or needle trap. You dodge once and remove the conditions he does not apply, and gain 6 ini when you have a trait that gives you 2 when you stealth already and if that was your purpose you’d get significant ini back from Black Powder.
Personally
I would just burst him after he misses naturally.
Thief vs thief has almost always been “who get’s it off successfully”. If it’s not a Signet burst, you wont be one shot regardless.
If it’s not haste boosted, you’ll react.
Don’t sweat the small stuff for real.
Generally, he BP’s I dodge the shot or I eat it. At that point I dodge HS or interrupt it.
If that fails, I hit HiS or Shadow return and create space. He comes out? He’s blown up.
With WvW culling, the time he’s visibly vulnerable is decreased giving him greater time to regenerate initiative and stealth again, it’s pretty terrible. Don’t know how people manage to continue in WvW.
Went in, outmanned, Thieves getting off 2 unloads before visible, so I have to dodge twice, and then drop them while dodging a Mesmer for the stomp. 4 badges was not even worth the effort.
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I’ve seen players of all professions, though generally they don’t like thieves.
Other then that common link, there really is no trend.
No thank you. Sounds Marxists.
Let’s keep what we’ve got and make it better.
Body shot can’t become a blast finisher that is silly.
Same as those suggestions that want to make Inf strike a leap finisher.
Trying to throw stealth on everything wtf, it’s not healthy.
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No thanks brah.
Swords are strong right now tbh, regardless if anyone wants to admit it, but the current state of boon removal is a kick in the balls.
Wish Dancing Daggers didn’t feel so expensive for what it does.
For the most part Swords are already powerful.
No idea wtf to do with body shot but your idea sounds like it steps on the toes of Dancing Daggers, and ankle shots even further. P/D does exist…
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Huh?
The games going to have CA eventually to do things unranked and foster growth.
So even if games were visible ranks there eventually would be a place to experiment
I just don’t think the ranking really matters when it’s not team based but individual.
Tournament Browser Create roster “Invite Party”
On top of that Custom Arena’s are coming to replace the current HJ.