Idk why more people don’t use it. Weakness is a very strong defensive and offensive condition.
Shht, let them stare at burning and confusion while we play with poison and weakness.
If you like the pet, pick Ranger, otherwise play a Thief.
In a situation like this we need at least 1 PvP Dev, 1 WvW Dev, 1 PvE Dev and 1 PR to come here and open a meeting immediately.
I suggest the whole staff come to this meeting.
Then we can nick their brooms.
Meh, maybe I’m just too old.
For me, “takes time” is my Enchanter Epic in EQ1.
Old? I remember grinding for max-title in Elite….
Secretly I hope they make Celestial so all stats are at the secondary level of the other combos.
That’d be totally OP, everyone would be running celestial. You’d hit at 85-90% of berserker with more survival then soldiers. You’d get crazy things like P/D Sneak Attack hitting harder then a Berserker’s Backstab (because of the mix with condition damage).
Oh, and the 10% was scheduled for fully, maxed out damage specifications. More balanced build would not be hit as much, if I correctly understood what they said at the live-stream.
if you die, all downed enemies that you have tagged in the beginning of the fight will rally
Wouldn’t, or shouldn’t, that be limited to the conditions that were active the moment a player is defeated?
if it isn’t fixing condi meta, i’m not interested.
In a way, it is. The reduction in Critical Damage influences the importance of Critical Chance, which is tied to on-critical effects, which are important for some condition builds. There you go, now you have to be interested :p
Welcome to the mythical and strange beast called RPGs, where story, setting and theme are usually the deciding factors. If the genre is not for you, I trust you know which way the door is.
Afetr you Googled the mmorpg description i think you might want to post here:
https://forum-en.gw2archive.eu/forum/lore/loreAnd not in a section called “profession balance”
You are OT if that is your position and you have no right to tell me to leave this game.
I see, is that your style, setting traps? You introduced this part of the discussion by coining up something about ‘theme’ and ‘gameplay ’in the discussion, and when someone responds to it you tell them they’re ‘off-topic’. Way to go.
Scouting is highly unrewarding and for 99.9999% of players boring/un-fun. Most players want to log in and get into a fight. Any feature that makes for more fights particularly fights in a style a player likes, is a good feature.
But interpreting the map is fun, you can tell a lot by how it changes, messages would trivialize it.
Sneaking past a guard point would become strategically important.
It already is.
Upper solution means total balance….no buffs and balanced nerfs to crit ….
1) All crit damage sets are hit.
as it is celestial in equal measure as any other..
Celestial had too much crit damage assigned. Celestial armor has more crit-damage then the highly specialized Berserker. Absurd.
2) It’s celestial with an equal distribution as hallmark
this is a silly reason….would you ruin a game in order to have aesthetic in numbers?
It is not ruining a game but getting out of control attribute combinations back in check.
In the interest of diversity celestial shouldn’t become the new bis. It’s a thin line, Celestial is good for builds utilizing 5-6 or more attributes. If that changes to 4-5 attributes it would all too quickly become the standard gear choice (power, precision, ferocity/crit-damage, toughness and vitality already are strong choices in almost any build).
You seem to ignore how celestial works….
Today
Celestial DPS < SOLDIER (pow thoug vit)
Nope. D/ auto-attack chain does more damage with Celestial then Soldier’s. This is in part due to the applied condition, which should be part of the comparison as celestial is an all-round set and many, many attack add some dot-condition. But even when looking at the purely power based part they are pretty equal, unless you’re stacking might and other power sources beyond the basic gear, because then Celestial wins hands down from Soldiers. And that is not even looking at how the 20% increase in crit-chance it has compared to Soldiers, makes on-critical proccing usable where it is not for Soldiers.
Even with a straight conversion…xcelestial lose even more dps while soldier won t.
Celestial is not a dps set, it’s an all-round set. It should not even be an option to consider for a specialized (power/crit) build. Celestial simply shouldn’t yield more crit damage then a specialized set like Berserker as it does now.
Please before asking for nerfs be sure to be informed enough or at least read the thread
I am quite well informed, thank you. I am not even asking for nerfs, I actually support increasing the all-stat values a bit, but I will point out that celestial is currently out of wack with it’s high crit-damage and that there is no reason to maintain that imbalance or compensate it with extra ferocity. I might as well request that Ruby Orbs get a little boost in Ferocity as they are the real ‘victims’.
Upper solution means total balance….no buffs and balanced nerfs to crit ….
1) All crit damage sets are hit.
2) It’s celestial with an equal distribution as hallmark
In the interest of diversity celestial shouldn’t become the new bis. It’s a thin line, Celestial is good for builds utilizing 5-6 or more attributes. If that changes to 4-5 attributes it would all too quickly become the standard gear choice (power, precision, ferocity/crit-damage, toughness and vitality already are strong choices in almost any build).
one more option would be lfg for wvw. at this point lfg is totally disconnected from wvw.
Interesting suggestion. +1
I got an ascended armour from the chest. Too bad it was pre defined and useless stats to me …
Well, at least you’ve got something valuable to occupy precious bank/inventory space
You can not balance around a handful of excellent (sPvP) players. I am curious what Caed and Jumper would think of your suggestion.
I disagree completely. A competitive game needs to be balanced at, or very near the skill-cap of each class. Not the skill floor.
No, even a competitive game must include – and be balanced for- both ends of the player skill spectrum or the competitive arenas will be empty in months. And we have yet to discuss whether (a) Guildwars should even try to be an exclusively competitive game and (b) if Guildwars, or any MMORPG can ever truly be ‘competitive’, as any class flavouring will always lead to unbalance.
Then there is the issue of different game modes, sPvP forms a tiny fraction of the player base and if you balance exclusively around the even smaller fraction of high-end, competitive PvP while disregarding balance in other game modes and experience levels, you will loose a large part of those players, and eventually the high-end as well.
On the other hand, if you balance for the skill-cap, classes will be inherently balanced, and players will simply need to get good enough to play these classes at their full potential, which is what competition is all about.
One can not become good by flipping a switch. Experience comes with practice and this starts at the low end of the skill spectrum. A class, or game, that does not provide satisfying playing experience for inexperienced players will eventually bleed dry.
While Rabid has those stats I’d personally want some power in, P/D does also hit physical. P/D works ok in PvE, but it is slow and you’ll be eating up bleed stacks in groups and open world events. You can mix in (power and) precision for on-crit triggers, might on crit stacks both power and condition damage for P/D.
CRITICAL DAMAGE:
ITs the worse mistake ever done….nobody wants it,
CELESTIAL AND WUPWUP will became trash and you will just wipe months and thousands gold from random players since for them getting any other set of a lower tier will be way more effective.
See the following post:
I wanted to stop by and say thanks for the feedback. We do feel that the celestial stat set will be hit the hardest with the upcoming critical damage changes, so we are looking at possibly boosting the overall stats by a small amount.
Also the celestial stat set in PvP is using a much lower stat multipliers than the PvE versions so we will be looking at changing this as well. Nothing is set in stone, but I wanted to let guys know this is something we are discussing.
Thief builds are built on one of two (and a half-ish) types of defensive mechanisms.
No, builds for thieves come in all shapes and sizes. First of all, stealth does not negate damage and more often then not you have to dodge to avoid something, even in stealth. Stealth is not such a good defensive mechanism, S/P and Shortbow thieves show this. Stealth is also an offensive mechanism and non-sword build with little or no investment in stealth as defence need evasion as much as anyone.
Feline Grace is good as it is now, it provides much needed defence and nerfing it does so for all builds.
Virtually every top thief in the game, over time, has …
There are many, so anyone making claims on behalf of them would best start collecting and categorizing the hundreds of builds and playstyles before claiming anything about ‘virtually every’. For the moment it seems that the active thieves in this thread, including the good ones, are disagreeing with your reasoning.
Caed’s …. Jumper’s
You can not balance around a handful of excellent (sPvP) players. I am curious what Caed and Jumper would think of your suggestion.
Yet, I’d be hard-pressed to find a single thief that had to rely upon both of these mechanisms in order to function.
Anyone can find what they’re looking for and not find what they don’t want to see.
I’ll simply say that the vast majority of you are probably terrible players anyways,
These kind of remarks discredit their poster.
Add a pistol as offhand into one weaponset, the blind from #5 will save you many times. Sword mainhand may speed up things as it can hit up to three foes (while they can’t hit you because they are blinded).
I know this. But rampager could actually be decent with condi or power as the main stat and well I dont know how they would fix rabid in comparison but it really shouldnt be stronger than rampager.
Yes, It would be awesome, I’ve been wanting such a combination.
Ferocity: This is clearly intended to change the PvE gear meta away from berserker. It will not do that. People will continue to emphasize berserker gear. Everything will still be zerk stacked. It will just take an extra 30 seconds to kill things. Nothing short of changing fight mechanics will push people out of the zerk and stack mentality.
They specifically said, in the live stream, that normalizing critical damage with ferocity was a necessary first step. To me this means that more changes will follow it.
Have you considered buffing rampager to be on par with beserker and nerfing rabid/carrion? I dont think its right that gear with a defensive stat has such high damage potential compared to other sets. Especially as rabid seems to do more damage than rampager which makes no sense when comparing the risk vs reward of the stat combos.
All gear has the same major/minor distribution, this probably shouldn’t change.
The damage mechanics lead to precision being an ‘underpowered’ stat, that is, if you choose gear with x points in power you will get a higher increase in damage then by choosing gear with x points in precision. If you choose gear that places precision before power you loose damage but you get a higher chance to trigger on-critical effects. It’s a matter of choice.
Rampager has precision as major, it has this to increase critical chance, which increases the chance that on-critical-hit events occur. It pays for the increased effectiveness of the on-crit triggers with a lower damage. Expecting that it additionally maintains the same level as damage as gear that sacrifices critical chance (and thus on-crit events) in exchange for more effective primary damage.
You can’t have your cake and eat it.
(edited by frans.8092)
No, precision may well scale a bit better then it used to do in comparison.
What is your reason for that? And for which mode?
I’ve used damage fromulas, replacing crit damage on gear with Ferocity, then converted ferocity to crit damage and checking which stats would be best to increase, given a base. With 1:1400 cit-damage : ferocity, which replaces most values quite nicely, precision becomes about equal in effect to ferocity. Keep in mind that crit damage has a base +50%.
They’ve also said they were going to rework on-crit sigils to trigger more easily, so overall increasing critical chance gains a little favour.
Off course without the actual numbers this is just speculation, which why I said might - in reaction to the post on Assassin’s gear.
With crit damage nerf, precision will get a hit too (of course not nearly as bad as crit dam). Power, will be even more important. Power is already the most effective stat for dam (in pve), it will be even more so in after the crit damage nerf.
Yes, regarding power nothing will change, it’ll stay the #1 damage stat. Precision may change it’s status though.
I don’t know about the rest of you, but I always have trouble deciding what to pick as my underwater elite.
lol +1
D/D + Sb is still standing. Might need some trait tweaking – init gain from traits has taken a hit, but default regen was buffed.
Wait with major gear changes, they’re going to change Crit Damage to a stat named Ferocity with the same minor-values as other stats. Ruby orbs – and their ascended counterparts – will take a hit.
No, precision may well scale a bit better then it used to do in comparison.
P/D Sneak Attack scales reasonably well on power and you’d still use Cloak and Dagger frequently, so you could mix Carrion with Rabid from temple and badge merchants, and whatever Dire you can get with your cash.
My suggestion is that ANet nerf this trait to 2/3 or ~1/2 of its current value and revert Infiltrator Return’s cast time.
No, it’s not only S/x that uses dodges.
It’s pve, mobs don’t move out of aoe.
That is something that could be changed.
They’ve invented a debuf to prevent you from building siege where it would be an unacceptable advantage. The fact that the debuf isn’t active there, as evidenced by the screenshot and the presence of the treb, is a good indication that it is not considered an exploit. If they don’t want you building siege there, they can extend the debuf area.
Any feedback?
Prefabricate what is possible while keeping all options open but wait with the decision until the dust has settled around the introduction of Ferocity.
No.
- “Retaliation was originally meant to be an anti-spam/anti-burst boon”
Where did you get this idea from? Stop inventing intentions. - Many power attacks or attack chains apply a bit of bleeding or poison, which tick for low amounts of damage especially on power based builds. Since you suggest to only apply one retaliation tick per target, no matter how many conditions/stacks are applied, you would be punishing power based builds more then condition based builds.
- Few classes get retaliation, this would make them too strong in comparison.
(edited by frans.8092)
But why should gap closers and escape mechanisms not be rolled into one? These are not the only kind of skills that can be used both offensively and defensively. As it is now, it is up to player creativity to decide what to use it for.
+1 QFT
Because it allows professions not meant to escape to do so, or professions not meant to close gaps to overwrite that weakness.
What professions are meant to do or not is not your call.
They have very obviously and deliberately rolled many functions into single skills and left the mechanics very open to improvisation. They’ve also been quite clear on wanting professions to be able to fill many roles.
True it is rant. Isn’t Tomb Raider single player…?
Tomb Raider illustrates that games can offer more then conventional ‘gameplay’.
Punishment, seriously kuby ….
The problem is in simplified encounters, dumbed down to end with obscene bosses that can only be taken down with raw dps.
As for (1) the thread Developer Livestream on Friday at 2pm PST covers quite a bit of that.
The idea is to replace the % gear stat critical damage with ferocity and rework the damage calculations. Goal is to
(a) normalize gear, ferocity would be like any other stat in preparation of changes to pve and encounters and
(b) reduce high-end pve/wvw damage by something like 10%.
Thank you ^^.
So P/P only works for world bosses, dragons and single target?.
You can switch weapons, gear and selected traits when not in combat. Only trait distribution requires a profession NPC.
Referring to the build posted earlier, 20/30/0/0/20 should be quite usable on other weaponsets.
Never cater to casuals. Heres a video on the subject:
I think what’s being said in the video is relevant…
I don’t know what’s being said, it’s just an other rant. At least now I know what a rant actually sounds like.
Quit honestly, I think the gaming community (in general, across different games) is just going down hill… (increase in toxicity, increase in causals (and cater to them), among other issues…).
I disagree, Tomb Raider was great, decent story, very well executed, I’d like more of it and there will be more of it, no matter how much you don’t like it. I can always load up some FPS or racer if I want smooth play without fancy graphics and story.
…whatever happened to FPS games like ut2k4 and Q3, where you would have to run around to find your weapon of choice…?
Now there’s classes…
They should stick to their genre, improve on it and don’t try to fish in all ponds at the same time.
Level 8 thief ^^
And my ranger
Can I ask where those come from? I get the thief top, but the ranger’s? And the skirts?
… why is it that somehow everyone is being called a noob, …
They don’t understand the purpose of chat so it might be best to put them on ignore
And starting by completely reworking the insane % duration consumables and the ability to deal 80% of the maximum posible condition damage while wearing maximum toughness and vitality?
They could remove crit dmage completely, then you’d have Soldiers to do 80% of max damage while wearing maximum toughness and vitality.
Actually Dire and Soldiers do not have maximum toughness or vitality, which is on Knights and Sentinels (and some similar sets).
EoE bomb blob vs blob!
That’d be awesome.
But how would it stack with rallying I wonder
Elections are essentially is a sort of asking 100% of the population….
Anet should be able to see statistics from actual in-game combat, from those it should not be hard to derive a gross indication of the balance of classes, builds and skills.
Are we seriously discussing underwater skills?
The fact that you put it in this way indicates they are very, very bad.
Yes, I play warrior as a main. No downsides? You’re right – I run that 30/30/30/30/30/30 build while equipping two armour sets
Ah, perhaps you have been a thief at some time, since they to run those kinds of builds. Welcome to the club.
If possible get the accessory with the guild mission rewards, as the globs make them quite expensive.
You know, if you don’t like the Queensdale train, there are 4 other starter zones you could level in.
Egocentric thinking.
The storyline for humans takes you through Queensdale, it’s completely out-of-character (there is no in-story reason) to go to any of the other starter area’s before your story takes you to Lion’s Arch.
People should be able to enjoy the story and atmosphere.
It was speculated earlier this week or last week that LA could be destroyed, but many said that this would be very difficult to handle since it would interfere with the personal story and map completion
Maybe not, you don’t have that much personal story playing in LA and some of it might still work post-whatever.
Cool idea, but a lot of the areas (especially European servers) aren’t part of the game at the moment :C.
Would love to play something like that, though
They are familiar locations from the first game and I wouldn’t mind seeing them back, much like the original had (GvG) arena’s with themes from parts of the PvE world. You still need more or less symmetrical maps so using the PvE locations themselves is not really an option I think.
Now there’s classes…