Why did you analize the ele instead of analyse it?
Only thing I agree with is conquest being unrewarding, I’ve felt that way since beta, however thus is also why temple and foefire are my favourite maps. Tranquility and the lord do feel rewarding, I wish the lord was even more so but whatever.
More than 3 roles exist in conquest.
I also dont think it makes the game harder to balance. There are multiple capture and hold events in pve and WvW is large scale conquest. If it is strong in conquest it is strong in WvW the opposite isn’t always true due to the exclusion of gear and skill splits. The game itself isn’t so different outside of their own addition of segregation via exclusive equips, buffs and to a lesser degree skill splits.
I want new game modes… really do but part of why Conquest isn’t appealing is that it needs more polish not that it cannot work. If they push conquest they should aim for the best conquest possible but it feels they are (which is understandable) working on the bug fixes and balance forgetting the core experience. Chat macros would be great for Conquest communication even more so if they have some audio macros. Things like that reduce the “Pug unfriendly” sense generated.
unimportance of victory over general kill farm doesn’t make winning matter. Which isnt stuff like “kill hotjoin” its why are people not caring about winning. Plenty of games have primary objectives that are not killing and they are performed by their playerbase, why is GW2 different? Because it is an MMO? Nope. If you look at say FA or JQ, WvW, the winter’s day game, keg brawl , gvg or a mobs the main objective is an NPC or running an item not killing players. Yet the playerbase performs the objective this isn’t because people are “hurr durr I need deathmatch”.
A MLG graph
I lol’d.
so many warriors….this profession takes so much skills that warrior players are extremely rare..oh wait
It’s very difficult to spam 4s stuns on 8s CD.
It’s very difficult to kite someone that has 0 mobility : )
Warrior is fastest profession in game according to a recent discussion on the subreddit. And by a good margin too. How again do you kite that? There are options, sure. But warrior has counters to the counter.
I guess i have to l2p then as i can’t outrun anyone with axe/shield+lb or hammer+mace/shield or lb..
Depends on your weapon set naturally .
No daggers. Thief only. Temple of the Silent Storm
1. May be what I enjoy most
2. Good enough to run it regardless
3. Might be experimenting
4. What’s in atm may be something that really bores me
5. Might need a chance of pace after running the same thing multiple times.
6. Forgot to switch
Eg for 4. I’ll probably never play Necro, have 4 games on Necro since Launch, as OP as they get, I can’t get into it past the Axe which isn’t that great in itself and literally the moment I weapon swap I want to delete the profession out of boredom. I have no idea how anyone plays Necro without preffering to alt+f4 and watch the paint dry within 15 seconds of touching the profession but to each their own.
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Wow.
These “seduce the pve community” suggestions are so weird.
“Please play with us, I’ll give you a PvE mob”.
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1. Temple/Foefire
2. Foefire/Temple (changes)
large gap
3. Khylo
huge gap
4. Everything else except for….
Distance from Earth to Pluto
5. Capricorn.
Shadowstep when hit by daze,fear,stun,knockback,launch,blowout and gain swiftness, 40s ICD.
-10% Stun Duration
Comet is fine I’m surprised people still see it in a poor light.
Gale is also fine, and it be clearer if fire flame wall, freezing gust and fire shield were up to par.
Monday streamer dev (maybe just have Karl and/or Izzy if they can make it) and can present your patch notes (with some explanation of changes) the monday before patch.
Would like to see more statistics that you’ve collected, such as Win rates with professions if you have em. Least taken utilities, most taken utilities. Number of lord kills in the month… I don’t really find them important on a “need to know” basis, but they’re fun(?) to keep in mind.
Also… would like to see more small changes in that every 2 weeks on average, there is more than some bug fixes. Feels like it’s a) a sizeable monthly patch or b) a lot of bug fixes with little in the middle of the month
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a) 10% crit on poisoned foes.
b) poisoned foes within 600 range of you heal 15% less. Poison duration is 20% longer.
Its an adept trait end of the day.
Go where?
It’s just a pvp currency. You could rename it “boogaloo” but it wouldn’t change anything.
Glory, Balthazar faction, boogaloo they need to fix their reward structure and they said they were going to do that. What else is there to discuss?
Dropping thoughts.
Shadow refuge~ Reduce the pulses to 2s of stealth from 3. Let it give 400 toughness to all allies who are in the field.
= Can still do stealth plays, can still hide away in it, but not as absurdly long.
Trickster ~ Also reduces retaliation damage by 33%.
= Creeps a bit into Bountiful thefts territory to pose it more as an alternative.
Panic strike ~ Also gives 20% condition duration
= Might be really strong but this should stabilize it against Executioner.
Venoms in general
Spider venom ~ Reduce recharge to 25s and reduce charges to 4.
Ice drake Venom reduce recharge to 30s.
Skale venom reduce charge to 40s.
Residual Venom ~ Changed to applied venoms have twice the strikes.
Venemous Aura ~ Changed to share half the strikes of your venoms with allies (rounded up). If Residual is equipped all Venoms have a minimum of 2 strikes (For Basilisk).
In a typical 30/x/30 Venom share build you wont see any difference on Basilisk and Devourer Venom when sharing. Ice drake will give 1 less when shared, Spider will give 2 less, and Skale will give 1 less. However as an individual in that same build, you’ll have more strikes of Dev venom, spider, ice drake and skale. Drake, spider and skale will be more frequent and proc more venemous might.You will do more damage with Leeching venoms. So this makes the venom thief stronger individually both with and without venom traits.
Potent Poison ~ changed to +10% critical chance against poisoned foes.
Sundering strikes ~ Critical hit requirement removed, just 40% chance on hit.
Smoke Screen ~ Instead of a line this becomes a circle.
Corrosive traps ~ 8 stacks of vulnerability.
Look at sports like football, soccer, handball & hockey. If keg brawl was one present at a time with different maps & prof skills for the non-runners it probably rival conquest.
Do you do programming on all aspects of the game or is your primary focus with the PvP team? And +1.. love the response.
I’m part of the PvP team, and any benefit my work has to the rest of the game is purely coincidental.
How long would you last in a cage fight against Evan?
Don’t abort the match automatically.
Have it so the team isn’t actually created until everyone presses ready.
Ergo. Have an internal or external cooldown on the que. Say every 5 minutes for example. In those 5 minutes 23 players may join. Once the 5 minutes ends, then send a ready prompt to those 23 players, of those who accept the Ready button, run the matchmaking algorithm and create the team out of that pool.
If you don’t have enough then abort the match. You may get only 13 people who say they are ready, make a team using 10 of em, and throw 3 back in the que notifying them that you couldn’t place em.
That’s still not going to solve players who simply leave, but it is going to lighten the effect (not remove) of players going afk, at least decrease the amount who are in the match because they forgot to remove themself from que.
or some system to read that a team has a 4v5 and add a random person that is in que.
Why would anyone want to be thrust into a 4v5 game that where the team down a player is likely already behind in a ranked format?
Just go Super saiyan.
Foefire bases now have higher defenses.
guess im not drinking tonight.
They don’t need to point out everything they are going to do be real.
Be nice if what they were doing didn’t take half a life time though.
A livestream or forum post the monday before patch would be fine.
Feels like players ask the devs to do things others in the industry aren’t really doing.
They gave us Class balance philosophies in December and have wavered on them, any long term plans they give out they probably wont stick to.
But what Puma said works too.
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If anet would stop making 3 different game this would all have ended by now.
Make it ALL pvp combat.
Make all the pve fights more like pvp. Give the enemies some human AI and let the game have tougher fights.
Discuss how Anet could accomplish this.
Just change PvE fights so that PvP style skills work is all.
Basing all skills on PvP would be the best long term but the effort & cost might not be justifiable time/money wise?
I agree with what you’re saying and have spat out the same thought, but It may not be practical for them to do.
As well how often would they have to change mobs for balance concerns. I think it is ideal, but not practical.
Krayiss isn’t suggesting world pvp.
Balancing skills for PvP changes their strength in PvE, this is known. However Krayiss is saying instead of splitting the skills, to change PvE, which allows you to have the same skills for all three modes.
Problem is 1 ~ Ai, 2 ~ reconsidering encounters 3 ~ how often you change encounters for pvp balance concerns if at all.
It’s not bad of it’s own accord, but It’s easier to do when you create the pvp first and balance that out to try and make it balanced so you don’t need to do many balance updates. Then create your pve, but pvp was created alongside pve and so its not practical.
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Euh ? Are u smoking weed ensoriki?
Dude if u say to me that what they call " LUNATIC INQUISITION" is for u a new mode ?
Lol, it’s just a mini-game (again…)
WHERE IS THE ARENA MODE ? WHERE IS THE FLAG MODE ? That is real pvp mode.
Player vs Player is exactly what it is. Full stop.
Truth be told with the way you speak I don’t think you’d know pvp if it bit you on the kitten . The winter’s day game is PvP as well.
There isn’t any mentioned to conquest but if you like to play against other people then you haven’t been forgotten
The “neglect” is only if you live in a world where conquest is the only area where you can PvP which isn’t earth.
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Are you handicap? For the time of the event there will be another form of PvP that you can play instead of conquest until it is removed after Halloween. Why complain about game modes in the same patch there is a game mode….Jesus Christ.
Good rangers? Ranger playstyle has barely shifted at all. Its same crap different pile every single meta build the rangers had has been lame as hell. They’ve been 111111111 spamming from day 1 and spirit nerf won’t change that. Get over it and bring some power cleave.
Fresh Air is no more “active” then the Alacrity traits which are clearly passive benefit.
Arcana isn’t an active trait line because it reduces attunement cooldowns which is functionally the same as a crit recharging your air cooldown, it is still passive, the passive allows you to make an active decision but the trait is 100% passive
Stone shards isn’t more “active” then executioner which again, these are all passives which affect active decisions.
Dagger training? Passive, affects your active decisions, your dagger hits are stronger, that headshot you threw out is not, either way to reap benefit you need to use a dagger skill but it very passive.
Mug, turns Steal into an attack, completely active.
There is an exaggeration of passive vs active by the community.
It’s not really a big deal, and it doesn’t stifle build variety either.
“Passive traits simplify the interactions between a player’s build and their playstyle, allowing the playerbase to agree upon a limited number of “best” builds for given roles. This is due to the fact that—unlike active traits, which can have a range of effects depending on a player’s actions—passive traits provide a flat benefit to the player that can be compared to other traits in numb, mathematical terms.”
That isn’t real tea.
It doesn’t matter whether it is passive or active that changes build variety, it’s upon what the trait is doing itself.
Auto immune defense is passive, tempest defense is passive, Last stance is passive, but all of these passives can change a match-up or be rendered in-effective by other builds.
Since the passives themselves can be played around they are just as valid for “build diversity”.
HgH is an active trait for passive benefit.
On-crit procs or on-hit procs come off as an oddity because there is no consistency to them they proc when they want, they don’t hurt build diversity, they’re frustrating to play against.
If a trait is created, “you deal 30% less damage but 60% more damage with auto attacks.” It’s still passive, but the trade-off will likely change how you play by shifting more focus to your auto attack. This doesn’t require direct input, it’s the same thing as normal except one thing does more damage and everything else does less. If I put this on a melee character however, suddenly many of my abilities go from my “damage dealers” to straight utility.
tl;dr Passive vs active doesn’t matter. What does matter is what the trait actually does. It’s fairly off for players to hold the amount of passive traits on the devs, when traits being passive isn’t an inherit issue in the slightest.
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Ranked ques will always be less popular than the casual option. How many games is this not the case? I believe it was fairly recently they said in Smite something like 5% of their playerbase plays Ranked…and it’s a pvp focused game.
How people play hot-join really doesn’t matter. The whole “as the game” been designed doesn’t even matter either. Some games have gotten in better places than GW2 has by going “against design”. Thing is I don’t feel a lot of people play in a general sense. Game isn’t very enticing outside of the combat which is quite fun.
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Old topic, but since we’re all commenting…
Both of these skills would incredibly OP, you could use 5 > 4 > 5 until you had 25 stacks of might, switch to D/D, then burst them down with the old CnD > Mug > BS combo with 25 stacks of might.
I think that they sound cool as a concept, but in reality, they’re just far too powerful. I do however agree that we should get an off-hand Sword and I really do hope that it becomes a reality in the future.
Possibly however Deadly Paradox consumes all of your initiative and the might lasts 6 seconds. This means two things, to do what you are suggesting of 25 stacks of might I need to a) blow 25 points of initiative within 6 seconds. b) Use Might duration/acrobatics and blow 25 points of initiative within 6-11.4 seconds depending on just how much boon+ might duration I’ve obtained while still fitting in this time frame 6 initiative for CnD. So I need to blow in total 31 initiative within 6-11.4 seconds.
c) Use signets of Power + 2 ini on signet trait. No matter what Deadly paradox is taking all my initiative so whether It gives me 6 might, 12 might or 15 might im now at 0. So now im at lets say 15 might, Signet of power gives 5 stacks of might, so I need to blow 1 signet to reach 20 stacks of might, and I now have 2 initiative. I need 4 more to reach enough for Dash…. Ini regen every 1.33 seconds so I need more than 4 seconds to regen that, and by 4s I’ve already lost my quickness. So I need to i) get Ini from opportunist/initial strikes (which will take time) ii) use say kleptomaniac to get 3 back, and lose my steal iii) use RFI/something with Infused in shadows/more signets. Bottom line im on a timer to take advantage of this in the scenario you propose and I don’t really have the time, if I want to do it I’ve got to do some heavy initiative regen, which means im blowing up utils. If I want to switch to D/D I got to get ini for that, I have to land CnD, I have to land Backstab and all of these also take time which I likely do not have for this 25 stacks of might.
Yes I can Deadly paradox, blow 2 signets + kleptomaniac steal or blow 3 signets + steal CnD but pretty much nothing has changed. Either way I’m now sitting at 0 or 3 initiative and have blown my weapon swap; Which means someone better be dead or I’m going to hell real quick because I blew more than half my utility skills, more initiative then I needed to, for 6 seconds of might stacks. There are so many ways for that to backfire even harder than a normal signet build.
I updated the OP with a couple of dual suggestions don’t know how they’ll sound
Im missing the persons name but someone suggested a change to Paradox that sounded pretty cool to me, 6-9 max stacks of might, 1 stack for each point of initiative taken over the initial 6. It sounds cool to me but I have one qualm and it’s the same qualm I have with my original suggestion. Are they really strong enough? Deadly Paradox is a “lose all your initiative” mechanic with a minimum of 6 initiative. No matter when you use it, Deadly paradox deprives you of all the utility of your weapon skills. While quickness isn’t solely an offensive buff, is the effects gained strong enough to justify losing all utility skills? Thief isn’t some other prof we don’t get more skills on weapon swap so using paradox could backfire really hard if one good stun lands on you. You’ll stun break and find yourself crying for initiative if you don’t RFI or blow signets. I’m wondering if (either version of Paradox) is strong enough for the trade-off, the might is 6 seconds either way, even if it’s a lot of might someone can easily strip it from you. What I like about the other suggestion is 6s of quickness does give it a bit more stand-alone power without a Mesmer,necro, bountiful theft thief or S/D thief coming in and saying “nice try”.
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Finishers aren’t on my mind sorz.
My playtime won’t change if it sucks. If it’s good my playtime will.
It should actually be the Hall of Heroes, lore-wise. Another thing they screwed up.
But it isn’t in the actual Hall of Heroes…
The lack of magic find is why you can’t profit in pvp :p.
I presume that celestial made sense mathematically but celestial amulet only works if your prof has a good distribution of power/condi damage and enough incoming healing.
So imo its made for ele, engi and ranger but with the way things are distributed it still isn’t very practical.
Depends on how the weapon is put together. Though all I’ve tried it on is else and I didn’t like the results. Maybe engis fair better.
Divinity runes are fine.
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GW2 wishes its main issue was leaderboards.
Going Free 2 play likely won’t significantly aid them with the current state of the product they have to offer. I could certainly be wrong, but I think GW2 still has to find how it’ll retain players whether it is rewards, infrastructure, a format change, balance or whatever.
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If the HoH part would be real.. that would save this game. But it is from last year and nothing happened ever since that indicates these to happen anytime soon.
Also to the interview part, probably with Jeff Strain leaving, things took a new direction and PvP moved to exist in the mere shadow of PvE.
How would Halls save the game? Last I recalled HoH community killed itself.
but the GvG community lived on. Seems like HoH has less staying power.
….what the kitten.
You don’t know what the “problem” is. Your mind has been flip flopping your lasts few posts. Between CD on inf strike and now you’re talking about evades when literally yesterday you said this
This really is not a hard fix. The 2 skill is the only thing that creates no counterplay. Otherwise it is perfectly fine. Everyone who complains about evades or stuff like that just doesnt know how it works
Go take a day off suggestions and gather your thoughts so you aren’t flip flopping every 24 hours.
Lol you guys should play Bastet.
Representation doesn’t correlate with actual balance, when it comes to top players.
Are you saying top players like to use kittenty classes? And average gamers are the ones who use good classes?
Formulate an opinion not based on players you watch on a stream. The game believe it or not is not represented in it’s entirety by a group of players in a tournament.
It’s mind boggling to me that people think it’s ok to have a play style of mindlessly spamming dodge to the point that you do this more than any other ability you have.
On top of this, they can teleport in and out of fights on a z-axis, with no cooldown, without LOS, and even when they’re CC’d.
All while doing really good sustained damage.
Meanwhile, warriors, rangers, guardians are still more represented in the MLG tourny where winning actually matters.
Representation doesn’t correlate with actual balance, when it comes to top players.
But if you want to go there, the finals of MLG featured a thief on each team. The PAX qualifiers featured a thief on each team, for both NA qualifiers and EU qualifiers. Granted, d/p thieves were used sometimes, but they’re in a much better spot. They’re just harder to play.
The power of the build also has nothing to do with my post you quoted. It’s the philosophy of the build that just seems so mind boggling stupid to me, and a lot of other people. The most used ability in the s/d build is dodge, and it’s spammed because you have so much of it. This takes what would potentially be the interesting and skillful thing about this game and destroys what’s interesting about it.
Why does this directly point to inf strike however? It doesn’t? I know what you’re talking about with the evades. I can play around inf strike, force it out and push accordingly. Chain dodges you have to sit through. Distracting shot and Flanking strike are the least punitive evades out of the four on weapon skills and FS brings significantly more to the table then Distracting shot. We see unorthadox stuff like evades on Dagger builds get thrown by players experimenting and it doesn’t work as well, even on DB because well DB has vulnerability time that a player grows accustomed to and can react accordingly to.
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Well thats about perma prot, fury and swiftness but….not sure what else is charming about it.
Leak patch notes already.
Karl and I will be doing a stream before the patch to ‘leak’ the majority of the changes. =)
I would hope something for Fire attunement focus is there.
if you’re calculation is correct! well it really needs a major buff! i tried this trait before but i didn’t like it seems like a useless Master trait. or they shud move this to adept trait.
They need to buff the base heal and perhaps double the modifier. It is so underwhelming.
So…what happens if this is coupled with Signet of Malice?
This is the main issue with the Thief as a whole. Individual skills/traits are not that great but has a potential to be broken in a combination.
Nothing.
Assassin’s Reward heals when the animation is finished.
Even then if you run clerics it’ll heal for peanuts. It’s base almost seems high, but it doesn’t work, as the real potency of Assassin’s Reward is based on how long the animation of your initiative skill is. Once you narrow it to short animation skills you still find it crap because the heal is lackluster. You can throw it with malice if you want you’ll forget about it, it’s not heal on hit.
One skill use one heal, hit 12, 18 targets it doesn’t matter, it’s out of Sync with Signet of malice, the real significance of the heal varies based on animation time, and it heals for a low amount regardless.
I tried running it with my S/P, what a mistake. You want to roll this with D/x or P/D, and Death blossom is mediocre for it.
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Still, for the elementalist to require a full skilled trait line in order to archieve the same swap time that other classes have as base CD.
Why say that in a negative tone.
For an Ele to have the same Weapon swap between two elements yes it’s a full 30. However there are four.
Keep an eye out tomorrow! We will have a special guest joining us in the mists…
:D
Shiro Tagachi?
WvW is large scale conquest any attitude/ play you find here you will find there on a larger scale. Up to you if you like it brah.
This “GvG” clusterbleep here reminds me a lot of Dragon Nest 8v8 stuff. The game had great combat and on a small scale the fights are visible like 1v1, 2v2 etc. But every player has so many flashy abilities that when it’s an 8v8 it’s just a giant friggin mess.
Look here lol : http://www.youtube.com/watch?v=5SQFPIL6sro
then the issue is the flashy skills which I totally agree with.
so toning down the flashiness will make things all right correct?
Not really, part of why we got this 5v5 is the problems they had with 8v8 in the past. 10v10 or 15v15 is just pushing further through what they found problematic. Getting 20 players together isn’t easy or common enough for them to encourage. It’ll likely backfire on them.
Yes and no depends on time of day. Fill it in with hotjoin.
- EU is better than NA for players it seems.
- Yup but they arr small and getting smaller. Since you are interested in WvW look for a WvW guild that dabbles in Spvp and youll be fine.
- You can gear up via WvW but its not instant like PvP. You get scaled up to make it easier but there will still be a difference thats felt when you operate as an individual. Run with a herd and its negligible.
Other info?
Persevere when kitten gets hard. Class balance in about two weeks.
Spvp is sort of restructuring itself.
Oh and once you get in stay away from the forums unless you are quitting. Place is pessimistic and slighly toxic but we all love a good “I quit” story if you’ve got one.
Grab bountiful theft. When his stability pops on headshot whisper in his ear…
“Thank you”.