At the very least Shatterstone needs to be returned to its beta effectiveness, where it was basically instant cast (meaning you could get an attack in before it detonated) and began recharging as soon as it was cast rather than after it explodes (which let you recast it immediately upon explosion).
It was almost sort of useful like that, but completely worthless in its current state.
They already said they did all 3 of your suggestions and also stated that they weren’t going to have the item progression like other games of introducing a new tier every 3 months, ascended is the highest and will stay the highest for a very long time.
And yet the Ascended tier came out roughly 2 1/2 months after launch, which really isn’t far off from that 3 month figure.
I think the obvious worries of the treadmill are well-founded considering they basically lied about that.
If they truly didn’t want a treadmill they never even would’ve given a second thought to adding another (higher) rarity tier post-launch.
Net Shot has both the shortest cooldown and longest uptime percentage (25% with Hair Trigger) of any immobilize in the game. It is thus reasonable to expect that it has some disadvantage along with it.
However, the huge, slow projectile is actually a benefit in WvW circumstances, as it is glaringly obvious to your own team when someone is hit by it, which will invariably cause them to swarm the dude you hit with it.
The FA recruitment thread just confirmed OBEY moved to FA. It also stated they are primarily a PvE guild, and from the numbers I’m hearing very few of them do WvW.
If you’re a primarily PvE guild than why even bother forcing 700+ members to switch servers? Seems pretty pointless.
Oh well though, it only hurts FA if that is true. More pver’s = less potential wvwers.
Your math is wonky.
Even if most of the incoming players are pve, more players still means more players will be doing wvw.
What makes you think “the Consortium” didn’t provoke the Karka into attacking LA?
The Consortium were obviously already established in Southsun Cove and probably thought it would be cheaper to get the Lionguard to come to the island and put down those profit-draining Karka than hiring mercs themselves.
So what you’re saying is it was all just a conspiracy by the Consortium to clear the way to the megachest.
Best solution would be to raise exotic equip to ascended level in WvW areas. So it would not matter which one of those you got equipped.
No, best solution would be to remove the new tier of equipment entirely and make it just be new skins.
You know, like every single item that was ever added to GW1.
The trait “evasive powder keg” doesnt work, you create a bomb when you dodge but deals no damages.
Considering I use it all the time and it most certainly deals damage, you might want to give that some testing.
An appreciation thread for the best weapon skill in WvW.
Oh Net Shot, you have the shortest cooldown and longest uptime percentage of any immobilize skill, and your normally inconvenient gigantic projectile and slow movement speed suddenly becomes an asset as it draws the zerg like flies to your target.
Seriously though. Using Net Shot is like being one of those African bees. 1 person stings someone and then the rest of the swarm murders them all at once.
Whenever your allies see that gigantic net hit someone they all KNOW that that person is helpless. Unlike Binding Chains or Pin Down, which are nearly unnoticeable except when the target is in retreat.
Culling, not clipping. But yes.
Kits can’t be dropped while airborne by hitting the weapon switch key, only by hitting the kit’s key again.
Which is really annoying because it’s easier for me to hit switch weapons to drop my kit. Makes trying to do Acid Bomb→Net Shot really difficult.
And don’t forget about the stalker nightmare of Hoelbrak, recognizable by the battle cry “Take heed!”
Unfortunately since FA pretty much destroyed the other 2 there wasn’t much for me to do (as a part of FA). Though at least I got the satisfaction of more or less single handedly keeping Etheron from falling because I noticed the broken outer wall with a couple catas next to it and called for backup before they broke an inner wall with it.
Thieves get projectile reflection in Dagger Storm, and you’re probably not going to melee it since you’d get trashed, why should the much weaker Tornado not have something similar?
Ok, I actually laid this out in the mount debate, to discuss walking time.
Guardian, Warrior, Ranger, Elementalist, Mesmer, and Necromancer all have a weapon skill that grants swiftness.
Guardian, Warrior, Engineer, Mesmer, Thief, and Ranger all have leap skills.
Guardian, and Engineer have utility skills that can grant swiftness out of combat.
If you actually wiki it, you’ll find that thieves have the least swiftness granting skills, and only one leap skill to close a gap. So yeah, they can get a constant 25% speed buff, but that’s really not special compared to everyone else having multiple ways of putting 33% on themselves and party members, and jumping great distances to close the gap way faster than a thief could.
Remember that Thief has Heartseeker, the spammiest leap in the game, and Infiltrator’s Arrow, by a wide margin the spammiest targeted teleport.
Though I do agree that the main reason Thief gets the 25% is because they don’t actually have a swiftness-granting skill, just some traits that can do it, though among those is 2s swiftness on dodge.
You can’t.
That would be a MUCH more readily abusable feature for extra storage than the BLTC.
1. Get 2 transmutation stones.
2. Get non-soulbound gear.
3. Make new engineer with desired item.
4. Transmute desired item’s appearance on to non-soulbound gear.
5. Send non-soulbound gear to your main.
6. Transmute the appearance to your current equipped gear.
Using a transmutation stone soulbinds the item to the user on use.
Go to a Borderlands that isn’t your own, go to Vale or Briar, sit on the walls, grab one of the siege weapons that I guarantee are there, and use it to kill the inevitable zerg that will show up.
It’s possible your side may have fortified the opposite side of the island from the tower you own, so if they have, go there, grab a ballista, and have a power trip when the zerg swarms over the bridge.
Really just seems too similar to Guardian.
Also you forgot to list Scepter in there.
The asura aren’t chauvinistic…
Racist yeah, but not chauvinistic.
Their splinter group isn’t either, unlike the Norn (Sons of Svanir) and Charr (Flame Legion) splinter groups.
meh my beef with them is the harvesting syle only has 50 uses where everything else has 100
Most of the time when you harvest a plant you get 2 or more ingredients, so you get the same amount per sickle as you do per axe or pick.
Waypoints inside a city are free once you’re there. There is free travel to LA. I don’t see any reason for free home city travel tbh. The cost is moderate as it is.
The reason is that it’s an annoying nuisance, a waste of time, and a server load, to go to HotM, then LA, then your capital, in order to make the travel free.
You can't have it both ways: Regarding condition caps...
in Suggestions
Posted by: gimmethegepgun.1284
I don’t agree with this at all. Even with multiple players of the same profession, they don’t all have to focus on applying conditions; that’s why you can swap out skills and traits and weapons on the fly. If the current group setup isn’t working well, you can just try something else. I haven’t played as the necro yet, but I can’t imagine they made every possible build all about bleeding.
Also, GW1 had a degen/regen cap at 8 pips or 16 hp/sec and if it had been any more people and mobs would just insta-die because degeneration bypasses armor (And 25 stacks of bleeding is plenty imo).
I think they found agood balance between degen builds being useful but not overpowered so other builds remain fun to play as well.
You can’t swap out trait points on the fly, and swapping out CD weapons for DD weapons without the trait points or the equipment results in you still being a CD spec running a DD, meaning you’re akitten poor DD.
25 stacks of bleeding on a gigantic boss enemy being engaged by 75 people is all but 3 people running CD being completely worthless. So worthless, in fact, that they are actually of NEGATIVE worth because their presence still scales up the boss without having the capacity to deal the damage they’re expected to by the scaling.
The problem is that all of those big monsters would need a huge increase in health if every condition build at the event could apply another 25 stacks of bleed. Believe it or not, that really changes the entire battle even if they even it out perfectly. What if there are less players than usual? What if no condition characters show up?
I know it is annoying but every class in the game can deal damage in more than one way at any given time; even if it isn’t as much. I play an elementalist and even though our damage (set up as a slightly tanky build) is dreadful, I don’t think I have ever gotten less than a gold medal in any event that I know I didn’t deserve. That is to say, I have never received a bronze medal and said to myself “what? how did that happen?”.
I guess what I’m trying to say is that this would be a much larger change than most people believe and there are more pressing matters (imho) right now. Such as the elementalist class, necromancer class, and the incredible amount of bugs that are, at the very least, very common in the elementalist class.
Just my two cents. This doesn’t effect me too much so maybe my opinion isn’t all that important.
If every person had gone DD instead of CD, it would amount to about the same decrease in the time it took to kill the boss as if all the CD characters were actually capable of dealing damage. As it stands, the fastest way to kill the boss is for nearly everyone to be DD since CD is worthless, and the rest be spamming Vulnerability since it’s a force multiplier.
And no, DD builds are NOT viable on everyone. Necromancers have very little DD capability, and ANYONE who is specced for CD will have terrible DD capability, regardless of what weapon they bring.
I think you’re wrong on almost all accounts.
1. If people knew they were going to get up and didn’t have to warp spending money and potentially warping away from where they want to go, they will more likely stay. For the few that want to warp anyway, that’s fine. They can warp, but I’m willing to bet the majority of people will stay and allow to be helped. I’ve never seen anyone warp after someone started getting them up.
The point was that people will often warp even if you’re near them ABOUT to start reviving them because they don’t know you’re there. Most people will see the thing telling them they’re being revived, but they quite often won’t realize someone’s coming to rez them.
Doing this would probably decrease the load times for LA anyway since you wouldn’t have people going there just to get to the other capitals, since they could just go straight there.
Make the Longbow’s autoattack not be awful. Extra damage, a bleed, a short burn, whatever. It’s completely worthless except for proccing combos and (slowly) building adrenaline.
Thinking about it now… PvE bosses (even when you don’t get your condition damage in) get defeated fairly easily. Wouldn’t removing the cap mean super fast/easy boss battles? I haven’t been to a boss where there hasn’t been atleast 20 players participating.
At present, they would be dying FASTER without the condition spammers (except Vulnerability of course) since the health gain from more players outweighs the pathetically low dps of a conditionless condition build.
In any case, fixing this issue would make the REAL time to kill for the boss be shown, instead of calculating in a bunch of players that are, by mechanics, worthless, and then their health could be balanced properly.
People who complain about 1c undercutting must not have bought stocks/foreign currencies/bonds etc in real life. That is exactly how real world economics/finance work. Hyper-trading by large financial firms work at extremely small differences in prices.
If you have problem with 1c undercutting then you don’t understand economics nor human behaviour.
Because obviously huge financial firms have to pay 5% of the value of every single thing they’re trading whenever they want to change a price at all.
Argh forum won’t let me quote.
Anyway, @Kurrow: If you look at the HS tooltip at 1:43, this video was made AFTER the HS nerf.
Because the new number 5 skill gives some CC to warriors. It’s very nice when you need to put distance between you and the mob to regen some HP.
Switch out Arcing arrow then!
But Arcing Arrow is the only thing on warrior’s longbow that does ANY damage!
Also burst + AA = tasty AoE might.
Well, it would almost make sense for Engineers, but honestly, they only have 3 possible loadouts. 2 of them are condition dealers and 1 is a DD. You wouldn’t have very much swapping between them :P
Still, would be WONDERFUL to have this for an ele.
Also I cringe every time someone who has no idea what they’re talking about claims that attunement swap is just as good as a weapon swap.
Adapting playstyle can mean different things using different weapons and skills and in some cases even changing build.
And I guess I meant high DD DPS.
I haven’t played my Necro for a while but I’m pretty sure it does have DD weapon skills.
Besides, it isn’t as if a Condition build can’t survive a boss fight, it is just that they don’t get a Gold. If that is such a big deal then rebuild for the fight.
So you want someone to completely swap out their traits and gear entirely because due to bad mechanics they are incapable of dealing any remotely significant amounts of damage to champions/bosses. Not because they traited into survivability or what have you, they traited just fine for damage. But the type of damage they took is useless against them.
And no, necro really doesn’t have DD. They have dagger (poor DD, short range), axe (poor DD, not very good range), staff (nonexistent DD, plenty of DoT), and scepter (nonexistent DD, plenty of DoT). Then the pets that they could potentially use for DD have broken AIs and would get obliterated by the obscene AoE of a champion or boss anyway, and then Death Shroud can only be kept up so much of the time. They have absolutely lousy DD capabilities, pretty much all the damage they can do is DoT. Which is utterly valueless against champions/bosses due to the stacking mechanics.
When you directly buy from sellers, if a price is listed below yours and isn’t shown on the list, you’ll buy it and then it will refund the difference when you pick it up, so I would assume it works the same way for buy orders.
Moving siege might not be the greatest idea, though salvaging thosekittenrams by the doors would be nice.
It seems to me that the OP and others want the Bosses to adapt to their play style rather than the players to adapt to the situation. It would be like saying take away Burn Immunity from XX boss because I like to use fire skills. I think they need to adapt to the situation instead.
By design most group events are fast moving fast kill scenarios with the Boss appearing at the end. High DPS is the only way to get a Gold consistently. Most of the pre-boss mob go down in a second or less. Even Veterans and Captains go down in a few seconds a big stack of DOTs would do no good on those.
I was often getting only Silver in some of the Centaur raid events until I switched to a high power high precision somewhat Glass Cannon build on my Ranger. Now I’m almost always Gold Medalled in any event. I even carry a set of +Vit/Health/toughness gear around when I want to become less squishy.
I really don’t think this needs to be changed. Those events are optional so those players should just go somewhere else where their condition based build has advantages over DPS builds.
Adapting your playstyle to the boss’ means something like how with the Fire Elemental you need to get inside the room and not hang back like you normally would. It does NOT mean that the boss should, by its very nature, utterly invalidate 1 of the 2 methods of dealing damage in the game, especially when certain classes (namely necromancer) largely can only deal that type of damage.
Also, considering conditions are all ABOUT DPS, since they only have DoTs, they should honestly be BETTER against enemies that take a long time to take down, compared to how direct damage is better for disposing of weaker enemies, namely groups, more quickly, since it doesn’t have to wait on the DoTs. Except it’s broken now, where condition builds get screwed in both situations
Even while you running, falling down or whatever, you still make damage. While a direct damage dealer always has to be active to do more damage over time. With an unlimited amount of stacks this would end up in a way to much damage over time.
You realize that being incapacitated while applying Bleed stacks means that you do less damage later, right?
Meaning that though you are still dealing damage at that time, your overall damage goes down, just as it would for a direct damage dealer?
What if they didn’t change the cap but if you apply a duplicate bleed to a monster at cap you both get credit for the damage? It wouldn’t actually do the extra damage but since both necromancers (or whoever) would get credit the problem would be solved with no changes to the overall system.
The condition builds would still be as utterly useless as they are now then, the only difference would be that they’d be getting rewarded.
The underlying problem is still bad and still present.
Chat filter option that, instead of replacing stuff with dashes, replaces it with “kitten” the way it does on the forum.
Either getting the wall of the western Borderlands keep out of range of trebuchets in the Garrison, or moving the eastern keep INTO range of it.
No.
Burning already applies a VERY fast DoT. Its downside compared to Bleeding is that its rate caps out due to it stacking duration rather than intensity, allowing Bleeding to be capable of faster, better sustained DoT, but requires a lot of stacking to do so.
Burning stacking intensity would turn an already powerful short-term condition into a massive spike damage, especially in situations where burning is rapidly applied repeatedly (like Drake’s Breath, an Engineer with Flamethrower for Incendiary Ammo, or a Burning-specced Guardian with a Torch using Cleansing Flame)
A simple fix for 1c micro-cutting that would greatly improve the high-end market! Discussions within!
Posted by: gimmethegepgun.1284
Realized something after reading that last post KDragon:
This stupid 1c undercutting turns higher end items into a FILO system instead of the FIFO any sane system would be.
A simple fix for 1c micro-cutting that would greatly improve the high-end market! Discussions within!
Posted by: gimmethegepgun.1284
copy/paste of mine from another thread asking for the same thing:
No, and you shouldn’t be able to. Here is why:
If you are allowed to change the price without the need to relist it again, people would post the item up for as low as possible so their 5% fee is also as low as possible, then up the price immediately to the market value of the item in order to get around the 5% fee as much as possible.
And the answer to that is still as unbelievably simple as it was last time: you charge them the difference in listing fees if they increase the price, meaning they still pay the exact same listing fee as if they had listed it at the higher value in the first place.
It’s like half the people responding to this thread didn’t actually read my post.
Here, let me clarify for you:
I DO NOT CARE ABOUT UNDERCUTTING.
It’s there, it’s a part of everything, I DON’T CARE.
But 1c on a high price item is NOT undercutting. It’s an utterly irrelevant difference, the same kitten price in ANYONE’S mind, and yet that tiny difference can be applied to get you in front of everyone else.
Oh, and Freyar: How am I supposed to set my price to below what a person that comes in and undercuts me set theirs to? Oh, I drop my price by 2c from what I originally planned to sell it for. They put it up for another 1c below that. Still an unbelievably irrelevant difference to anyone involved, but he STILL goes first.
It’s a shout, which is an instant cast, so yeah, they can.
So I would like either the listing fee to be refunded on a removed sale, buyer to be able to pick which stack he buys from, or a minimal undercut range.
The option to change your price after listing (obviously charge a fee if it’s increased, wouldn’t terribly mind if you didn’t get refunded for decreasing though) would also work there.
A source of constant frustration playing in PvE is when the enemies suddenly, for no apparent reason, decide they aren’t in combat any more, and get invulnerability or OoC regen while you’re still attacking them, even when they were fighting you just fine, and you aren’t even moving, let alone away from their spawn location.
How about this: if every enemy you’re currently fighting decides to enter Out Of Combat mode, then you instantly get YOUR OoC movement speed and regeneration, just like they do, even if you’re still attacking them.
The mechanic as it stands is buggy, unnecessary, and broken in concept, but at the very least, if the enemy gets to BS us with it, we should get the same luxury they’re getting.
That’s risk/reward in action. There’s no getting around it, even with minimum differences between prices. No formula for doing that is sustainable.
How is it “risk” to post a reasonably expensive item for 1c less than someone else, ensuring that your item is bought before theirs?
Also, forcing people to either list at the same price or at a significantly lower price would keep prices from dropping as much. It stops those stupid little undercutting price wars that steadily drive the price down, with the people that were already there being screwed by the listing fees if they want to repost, because instead of constantly undercutting each others prices with differences no one cares about, but eventually add up, if you want to undercut, you’d need to actually take a somewhat significant loss.
I work in electronic retail sales and people will come in and decide to buy across the street for $5 less when the item is like, $140. That’s just the way people are – they want a good deal, and less always looks better to them.
$5 is an amount of money people actually value, and on a $140 item it’s still a 3.5% discount.
Do you honestly believe people would care if your $140 item was $0.01 cheaper than your competitions’?
Take crafting components, for example. Let’s say small scales. They’re currently going for around 2s in the TP last I checked. Say I post 20 of them, that’s 40s. Say I post them for 1.9s instead. Does it make a big financial difference to me? 20c is hardly worth complaining over.
That’s a 2s difference btw, not 20c.
Even if you meant 1s99c, for a 20c loss on your part, you’re actually proving my point.
You get to the front of the line for a price that you don’t even remotely care about.
You want to sell it quickly and lose a bit of money? Undercut.
I’m fine with undercutting if it actually makes a remotely significant impact on your profit.
1c on a 10s item does not.
But it gets you to the front of the line, in front of people who can’t change their own price to get in front of your ludicrously insignificant difference without paying a hefty 5% fee.
It’s not even thread-based. It randomly turns itself on or off on refresh.
It’s very annoying.
Air and Earth 1 skills underwater have a tendency to aim incorrectly, aiming just above the target, making them never hit. Moving up and down doesn’t fix anything, it still aims at a point above their head. Sometimes using a different skill will cause it to start aiming properly, but not always.
Crossbow for Thief and Engineer could be used as a 1200 range weapon.
Thief doesn’t have anything at 1200 range except Cluster Bomb, and Engineer has to switch to grenade kit to do anything at long range because the rifle is a shotgun, not a ranged weapon.