Showing Posts For frans.8092:

Most to Least useful classes in WvW

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Posted by: frans.8092

frans.8092

Is there any use for such a list?
Should the #3-8 on your list stay out of Wvw so you can enjoy the Outnumbered buff?

WvW Trolls

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Posted by: frans.8092

frans.8092

It’s almost impossible to prove “malicious intent” although it’s obvious that noone needs 5 trebs in a supply camp.

Is it obvious? What if you expect an enemy zerg to come in within a few minutes and take the camp to resupply before heading to your garrison? Now ‘wasting’ supply on useless siege becomes a tactical move rather then malicious intent.

HS OP? and troll unguent? sorry its condibunk

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Posted by: frans.8092

frans.8092

If you go bunker you shouldnt do that high damage.

You can go power bunker and will probably do more damage then a condition bunker. Full Soldiers should give about 70% of the damage full Berserker. So yeah, maybe the berserker specialization is not optimal in an environment that has many bunker characters.

I run zerker and yes i still got 400hps from HS but by no way you can say thats bunkerstyle.

That is 6000HP over 15 seconds which happens to be the recharge of Withdraw, which doesn’t heal as much. Healing Signet is a very very strong skill for the healing slot.

I disapprove these builds (any! So no not only rangers)

They give you counterplay in a style you do not like, but you are not entitled to determine how they build and play their characters.

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: frans.8092

frans.8092

I understand that overall Zerker stats will be decreased by 10%. But in terms of trinkets specifically, are they going to take an even bigger hit than armour and weapon pieces?

Yes.

Cause right now I’m using a combination of Soldier’s/Knight’s armour pieces and all Zerker trinkets. But if Zeker trinkets take a bigger nerf, I may have to go Zerker/Knights armour and Soldiers trinkets or something like that.

Who doesn’t
But in the new setup it will not matter which pieces you keep berserker and which not as none of them give any particular advantages. You might as well keep the setup as it is. If you need more Ferocity then your current mix gives you have to replace non-berserker with berserker, not switch everything around.

What would GW2 be like with trinity?

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Posted by: frans.8092

frans.8092

If GW2 has a traditional Trinity system, what would the game be like?

Empty. It was a selling point.

guild wars 1?

Guildwars 1 had no trinity, at least not forced, and these roles were not forced to classes.

Funny. Anet tried to make a new Trinity. The DPS/Support/Control Trinity..

No, they didn’t make a new trinity, DPS, support and control are generalizations of the trinity roles. Trinity had the roles tied to classes, or sometimes characters, GW2 forces neither classes not characters to be fully specialized. The problem is PvE wildlife has need for support and control, or is outright immune to control.

[PvE] Devs, please bring the Assassin back !

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Posted by: frans.8092

frans.8092

I 100% do not want the assassin back, I absolutely hated the stupid 1-2-3-2-3 chains.

[Thief] Black Powder

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Posted by: frans.8092

frans.8092

It could be countered a bit by slightly improved stats for Toughness and health. ….

I see, that must be why Guardians and Warriors don’t need and have protection and blocking on their weaponskills.

10 % damage nerf

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Posted by: frans.8092

frans.8092

Explain how Ferocity would make you less fragile?

How long can a Thief stealth continuously?

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Posted by: frans.8092

frans.8092

How long can a Thief stealth for continuously?

Depends, when specced for it with the right traits and utilities (almost) indefinitely. But you can’t kill anything while maintaining stealth as doing damage invokes a debuff that prevents stealth for a few seconds.
They could use the offhand dagger skill Cloak & Dagger to re-enter stealth just when it wears off and it deals reasonably good damage, but it shouldn’t be enough to kill anyone, least of all anyone part of a 20 man group.

In WvW I saw a thief stand his ground verse a group of 20 people , for 5 mins. We had a hard time even finding him.

20 man should be able to keep some AoE up over a respectable area and either hurt him badly or force his positioning. They also should have enough CC, blinds, protection, regen and healing to keep him from killing anyone. Moreover, if they didn’t kill him they should simply have ignored him and proceed to their objective.

I want to create such a build and learn how this is done.

There are 1vX thief videos on Youtube that will show you how to, and how to counter.

Skill Lag - Or "I've had enough"

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Posted by: frans.8092

frans.8092

Ok, a tool of their making, so i can’t just test out of curiosity.

I suppose packet loss can be a big problem. From what I gathered bout TCP, connections allow for packets to be transported and received out-of-order and lost packets can be resend. This combination can introduce huge lag spikes, since a missing packet would keep the receiver from putting other the information back in order, effectively stopping the flow of data until server and client have figured out a packet has to be resend.

Create ascended gear through pvp

in Guild Wars 2 Discussion

Posted by: frans.8092

frans.8092

Better: ban ascended gear to Fractals.

+1 for a good idea
+1 for a good name

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: frans.8092

frans.8092

They could also fix it so that some pieces get slightly higher stats so the overall total remains the same as it is now (meaning they apply just the normal critical damage nerf and not the additional one that occurs compared to non-celestial gear).

To be honest, celestial currently has more +crit damage then it should have, compared to it’s other stats. Just like how trinkets have a bit too much, and armor not enough. But Ferocity as stat will be much easier to tweak on gear then the current crit damage.

I think they’ll not be forgetting Celestial or let it become worthless, even if it takes a couple of iterations for them to properly tweak it. Do not salvage your celestial gear!

Make Ferocity scale like armor reduction

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Posted by: frans.8092

frans.8092

But if you look at it in terms of survival, or number-of-hits-before-you-die and number-of-hits-before-the-other-bloke-dies there is a diminishing return on investment.

Anet why only 3 professions?

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Posted by: frans.8092

frans.8092

Given the right class and abilities, every class should be stompabale with the first try.

And everyone should equal oppotunities to avoid stomps. For me the fun from the rare moments that you manage to survive being downed far outweighs the annoyance when my opponent manages to avoid the stomp. I do think every class should have about equal chances to indeed avoid being stomped occasionally.

RIP power builds in roaming

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Posted by: frans.8092

frans.8092

…People keep throwing around 10% but I don’t know where they got that, I don’t recall it being mentioned on the stream…

They said the numbers weren’t carved in stone yet but the actual number mentioned was 10% for a build maxed out for DPS.

Make toughness reduce condition damage

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Posted by: frans.8092

frans.8092

On the other hand, condition damage has nowhere near the same difficulty of application.

The easy to apply conditions add very little threat. The threat comes from combining many small stacks, a dedicated effort to apply conditions. Which itself makes application harder and cleansing more effective (as one cleanse will eliminate 25 stacks as easily as 1).

My solution would be to …

It seems your solution would be to eliminate any threat from conditions.

Second sigil -> 2-handed weapon nerf

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Posted by: frans.8092

frans.8092

They love Warrior and Greatswords so they’ll probably not touch the damage.

They are also changing the current Sigil, and how the Sigil cooldown will work. Unfortunately we have no clue how they are rebalancing the sigils. Due to that fact I for sure am unable to comment what will happen until I get more information.

They said they each get their own cooldown times – so you will be able to use Fire and Air together. They also said they were looking at increasing the on-crit and on-hit trigger chance.

(edited by frans.8092)

Make Ferocity scale like armor reduction

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Posted by: frans.8092

frans.8092

So the more Ferocity you stack it becomes less powerfull

The simplest change for them would likely be to replace the critdamage stat on gear, then calculate it from there into the existing stat. That would even allow them to keep the existing runes and foods as they exist now.

They implied they wanted to introduce Ferocity in part because that would give them more handles to balance crit damage with upcoming changes to encounters and new encounters (in PvE). They want other ‘roles’ then pure DPS to play a more important part in the game.

Anet why only 3 professions?

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Posted by: frans.8092

frans.8092

It was quite the surprise the first time I encountered it, both the revive as the death following.

As to the original post, from a being-downed perspective these are skills that usually only delay the inevitable. On occasion you can find a safe spot to teleport to and sometimes they forget all about you after using blinding powder, but usually downed → defeated anyway.

RIP power builds in roaming

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Posted by: frans.8092

frans.8092

-condi thiefs (makes no sense at all)

Poison is an assassins weapon, and bleed fits neatly next to it, after-all a cut-throat is a murderer or assassin.

Indirect Imbalance to Thieves? 2H changes

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Posted by: frans.8092

frans.8092

Well, maybe they should look at the damage on some twohanded weapons, it should be equal to similar one-handed weapons, now that they are getting their second sigil.

Dev's Critical Dmg Changes incoming...

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Posted by: frans.8092

frans.8092

So, ascended gives 4.75% stats to zerk over exotic dps, and they are nerfing the overall dps by 10% to every zerk set.

Amazing, anet. You must be so proud of yourself.

Damage output is quite a bit more then +5% – berserker has three stats working towards the same goal and all three get a boost. And the crit damage got a disproportionately large boost on ascended.

there is a cap on crit dmg % you know right?

No and no. Do you have a source that you’d want to share because I couldn’t find anything remotely definitive.

there also was no more % added only 1-5 power and +1-4 precision. def not more than 4.75%

do u have anything saying otherwise?

is +20 something pwoer and +18 ish precision = more than 5% extra dmg when you are int he 700 ish range on each? plus base stats and trait stats? LOL

Ascended berserker ring has 8% crit chance, exotic with ruby 6%, the other trinket all got +1% crit damage. Everything added up Ascended gear has 150 more power (220 with power infusions), 50 more precision and critical damage goes from +62% to +71%.

Why don’t you try and work out all the details on damage and crit damage and when it’s closer to your +5% then to +15% for full berserker ascended compared to full berserker exotic you come back, show me your calculations and I’ll redo mine if necessary.

Dev's Critical Dmg Changes incoming...

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Posted by: frans.8092

frans.8092

So, ascended gives 4.75% stats to zerk over exotic dps, and they are nerfing the overall dps by 10% to every zerk set.

Amazing, anet. You must be so proud of yourself.

Damage output is quite a bit more then +5% – berserker has three stats working towards the same goal and all three get a boost. And the crit damage got a disproportionately large boost on ascended.

Dev's Critical Dmg Changes incoming...

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Posted by: frans.8092

frans.8092

Yes, zerker trinkets get a nerf and ascended ones even more. But zerker armor might see a small buff. Celestial things may get hit the hardest.

Skill Lag - Or "I've had enough"

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Posted by: frans.8092

frans.8092

Interesting, how did that occur?

RIP power builds in roaming

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Posted by: frans.8092

frans.8092

The notes said zerker would not be affected in PvP, but it’s not clear if that means WvW too (?).

I thought they were talking about Wvw. Pvp has far more limited gear choices and buffs.

So now they finally fix this little mistake and take a dump on anyone who invested time in ascended zerker trinkets

The change will give them more handles to tweak. They stated it’s their intention to keep berserker the top damage dealer and they have nothing to gain by making it obsolete.

No Trinity = bad for PUGs or boring fights

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Posted by: frans.8092

frans.8092

Maybe just start with changing some basic Ai and aggro rules.

Make mobs move out of AoE.

Make mobs go after the nasties that hit them hard and have little armor and health. Those would be the more tactical targets (since there are no real healers). That’d make berserker more risky and other gear variants more appealing.

Stop crying over zerker

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Posted by: frans.8092

frans.8092

Your take the word ‘powerful’ a bit to literally within the context of the game mechanics. He said strong and I think this was intended to be read as effective or capable.

Critical Damage getting nerfed for WvW

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Posted by: frans.8092

frans.8092

As a power well glassy necro… QQ T-T. It’s not my fault people stand in the wells and die!

Apparently they also stood in Choking Gas and Poison Grenade and died.

RIP power builds in roaming

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Posted by: frans.8092

frans.8092

How much would this effect a hybrid build?

There is no way to know beforehand.

Currently the total crit damage is 50% plus what you get from gear. Ferocity will probably get a base, like power and precision, plus what you add from gear and they may start with making it behave like it does currently so that it starts with +50% and ends at about the same for what is on full berserker. But they could make it completely different, say start with 60% and end with 90% max, or start with 30% and end with 120%.

My guess, if they want to make non-Berserker more attractive, is they’d buff the base and nerf the top.

RIP power builds in roaming

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Posted by: frans.8092

frans.8092

Sucks for people that made ascendeds. This sort of wild nerfing is why I am not even going to make ascended armor. On a whim, the entire set could become useless.

I think berserker armor will see a bit of a buff compared to berserker trinkets. It’s the (ascended) trinkets that will take the biggest part of the hit – the ones were picked first for power/crit builds because they had the best return on investment.

How is WvW considered to be PvE?

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Posted by: frans.8092

frans.8092

… How is it that WvW does not have independence over PvE like sPvP does. I can stomach the concept of having to do PvE to acquire what I want in a PvP area. I can understand the incentive to be involved in various parts of the game. But it feels surreal to see balance changes coming out based around PvE. The devs frequently refer to WvW as PvE and it confuses me….

They probably call it that because it has the same skills and rules as PvE and it is organized like this because (a) there already is a specialized PvP and (b) because players like to do PvP with their PvE gear and skills. People who like PvP in buffed up gear play wvw, people who pvp only or like it a bit less gear and buff oriented play PvP

WvW Trolls

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Posted by: frans.8092

frans.8092

Cooldown on the place-siege skills.

Or a debuff, like the one on spawn, which is applied when placing a siege. Could have the debuff cooldown faster for commanders when more friendly players with supplies are nearby, so commander can still drop a couple of rams for their herd.

Or some kind of siege initiative, construction, like thief, but now tied to siege-equipment bundles. Placing siege costs constructions points, the amount depending on the type of equipment. Construction points slowly regenerate over time, limiting the amount of equipment you can place in an hour, or a day. Increase regen for commanders when many players with supplies are near.

Zerker or Rampager?

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Posted by: frans.8092

frans.8092

With the intended changes to Critical Damage, full celestial would have slightly more crit damage then trinkets + trinkets have now, exotic trinkets + weapons sum their minors on approx 470, full celestial gear at 436 per stat (including jewels).

10% less dam. doesn't make support better

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Posted by: frans.8092

frans.8092

This is a shortsighted change. Have Ferocity scale identically to current levels of crit damage when you push it live. Tinker with it later when you’re ready to start revising defensive stats completely.

They might just be doing that, but if they aim for equivalence on Exotic then Ascended will see a reduction, at east with trinkets. For armor it would be the other way around.

As someone pointed out the mixed builds will suffer, as those tend to have zerker trinkets with non-zerker armor.

Celestial would be hit even harder as they featured relatively high crit-damage compared to the other stats on them.

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: frans.8092

frans.8092

What’s the limit on Youtube, it’s 1.8 Gb

Edit: I think it’s already on Twitch

(edited by frans.8092)

"Good things coming" in next balance patch

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Posted by: frans.8092

frans.8092

How would one actually use berserker armor and non-crit-damage trinkets when trying to balance (crit) damage with survivability?

The usual non-berserker pieces are the ones with relatively low returns on Crit-Damage for the ‘loss’ in the minor stat. As Ferocity will be a (minor) stat on gear and, assuming it all scales to current levels, then those pieces will suddenly add a bit more to damage output. Similarly the pieces that used to have a good trade off (trinkets and jewels!) will now no longer be the better choices for berserker.

And they’ll also have to look at crit-damage runes. Currently 3 / 6 runes (from a set) have attribute boosts, the other 3 do something else, where the else can be crit-damage. Will they simply change those to Ferocity and create runesets with all attrib boosts?

Great, we're nerfed into oblivon 10 %...

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Posted by: frans.8092

frans.8092

On topic, he says “good things” will be coming next patch. I don’t really care about Choking Gas, it was an insane amount of Poison anyway.

Not that people stayed in it. Which was, and is, the most useful part. Or the funniest at least.

It doesn’t feel good for them to care so little about Thief that we get less than a minute of airtime and don’t go in to any detail

Guardian got even less I think, it could mean they think we’re stable and there’s only going to be some tweaks. Or something big that they don’t want to talk about, yet.

Great, we're nerfed into oblivon 10 %...

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Posted by: frans.8092

frans.8092

Condition is not buffed. Actually Shortbow #4 is nerfed.

Crit-damage as direct stat on gear disappears, they introduce Ferocity as replacement and be used to calculate the bonus damage on critical hits. This stat will replace Critical Damage as minor on gear. Final Critical Damage will be reduced – but zerker is to remain highest damage. There might be future gear with Ferocity as major.

Unspecified buffs (good things).

Sigils wil each get their own cooldown so you can mix two sigils with cooldown, but not the same (e.g. not two sigils of battle).
Two handed weapons get a second sigil slot
Runes are reworked and many will likely see improvements.
Various profession tweaks.
Something big that they didn’t want to reveal.

Theifs are easy kills wvw video

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Posted by: frans.8092

frans.8092

^^ Tricksy

/morechars

To clear the air about Berserker

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Posted by: frans.8092

frans.8092

I am against nerfing a gearset for incredibly poor reasons that seem to boil down to cheapness or RP considerations.

RP is not about trinity roles, though you could extend character weaknesses into gear and trait setups, that would be quit rare. I think it’s for not wanting other people to dictate how to play your game. Or at least not being pressured into playing the game ‘their’ way.

[Thief] Black Powder

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Posted by: frans.8092

frans.8092

I actually really like this idea for a couple of reasons. It gives stealth access to sets that are not D/P and the utility of lifesteal combos would help P/P as well since each shot from the pistol stealth attack is a guaranteed combo finisher.

Heh, Sneak Attack from dark field would steal 1k health

Would you still make the Dark field apply Blind on contact?

I don’t think the current blind is from the Smoke field, so if the field type is the only thing that changes it would still apply blind.

To clear the air about Berserker

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Posted by: frans.8092

frans.8092

It’s not just DPS, it’s the ratio damage-done/damage-taken that is ‘skewed’. Defensive stats are to compensate for damage-taken and they become irrelevant when damage-taken is not present in combat, or easily compensated. You can reduce damage-done all day long but that will not change anything about how the defensive stats are (not) needed, it will just make the fights take longer.

[Thief] Black Powder

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Posted by: frans.8092

frans.8092

He suggests #5 itself provides stealth when it hits the target. Changing the field to Dark would change the combo-effect on leap (and blast) to blindness and thus end it’s use as a stealth generator. It would also give stealth to P/P and S/P weaponsets

The [WvW] Ranger Pet

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Posted by: frans.8092

frans.8092

Required pet was the reason I didn’t roll ranger as main. Not that I didn’t like pets, in GW1, but they’d just have specific drawbacks i each format that would be hard to balance for.
Anyway, how about (new) pet types in each category that base their stats on player stats (based on gear & traits, but not buffs)?

Or, basically the same thing, multiply their stats based on the ratio of player gear / standard (exotic) gear.

[PvE] Revising the "DPS Meta"

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Posted by: frans.8092

frans.8092

Increased monster armor to make up for the HP lost will directly lower the direct damage the monster receives (resulting in zerkers doing less damage than now). However, berserker geared people would still do the highest amount of direct damage possible. The change is that a condition + direct damage mixed group will kill things faster as opposed to a full zerker group.

That is basically what he said, lower health, increase armor to compensate so direct damage kills as fast, but condition gets a boost

Also, that change would open up certain new possibilities for monsters, as you could intruduce monster types that have really low HP but huge armor. Imagine a dungeon where 50% trash mobs have low hp high armor and the other 50% have it the same way like now (asuming no skipping is possible): a fullm zerker group would die to the high armored monsters since they wouldnt be able to kill it, a full condi group would die to the normal monsters since their raw HP would take to long to chew down via conditions, but a mixed group would do just fine since the conditioners could kill the high armor mobs in a few seconds, while the zerkers spike down the raw HP monster. Voila, build balance achieved

Anyways, yes thats one relatively simple change that wouldnt affect PVP at all, but would do a lot for PVE.

Interesting.

Changing PvE monsters without changing gear and mechanics would be best to change the build variety, but it requires an awful lot of playability testing and re-balancing of encounters.

To clear the air about Berserker

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Posted by: frans.8092

frans.8092

That is 90 minutes from now (21:25 CET), I assume because right now he’s talking about engineer.

Theifs are easy kills wvw video

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Posted by: frans.8092

frans.8092

And please explain why you were going around inside AoE field, the red-cicle with the house? You should never stay in AoE!

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: frans.8092

frans.8092

there might be a base for a law sue as well.

Not worth the effort, as the Centaur proverb goes

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: frans.8092

frans.8092

This is so true that I needed to bump it.
Berserker gear is largely used for dungeons/fractals which are not even the entire PvE world.
Then re-balance PVT in WVW please. Yes, that sounds weird uh?

You can run whatever you want in Wvw and nobody will kick you out.