Bears have >50k hp.
i could be wrong….
but hasn’t every single game, mmo, thing… whatever… EVER been about Damage
you play a healer so that you can keep the tank alive so that the tank can keep the agro off the DPS.
so the DPS can kill the thing….
you took extra vitality or toughness or whatever so that you could stay alive long enough to kill the thing.
… o.0
it has always been. and always will be, about damage. In order to “win”, the bad thing has to go away…….
its nice to know I have trained combat medics on the spec ops team. but instead of you standing in the back with your crash kit waiting for something to happen, pick up your weapon and get yer butt up here and be usefull.
Maybe anet should change pve to domination game mode, like conquest is?
Now you know why everyone skips them.
The entire point I’ve been making in this thread is that the 9 second ICD of the sigils is less than the 10 second cooldown of a normal weapon swap. This gives Eles an advantage with on-swap sigils.
I’ve never made any claims as to the min-maxing potential of these cooldowns, and I will not because it’s all hypothetical and completely irrelevant to the topic of this thread.
9 <10. It’s really that simple. Seriously. Honestly. I swear.
It is relevant because you almost never use this equation in practise, it’s very simple. You just don’t see the difference between theoretical and practical application.
When you swap from one attunement to another, all 4 attunements do not go on a 13-second cooldown. That was the implication in ArmageddonAsh’s post that I was replying to.
And when I run a Sigil of Battle on my Ele, I don’t swap attunements simply to trigger the sigil, nor does anyone else I know—I proc it every nine seconds simply by going through my normal rotations. It’s magical, really.
As far as I know, I’ve been stating facts. The length of cooldowns is a fact. And, unless I was lied to when I learned how to count, the absolute value of numbers is also a fact.
First of all, you don’t proc it every 9 seconds unless you time it perfectly. Once again you use perfect example that works in theory.
I don’t think it’s hard to understand that you can simply get same sigil on the second weapon set, swap every 10s and it will trigger. The difference of 1 second advantage ele might have is disproportionate to the disadvantage of the chill effect that always affects him.
You state facts without thinking much about them. There’s more than simple math that drives pvp encounters.
Deadeye from >1200 range then.
Every boss is now Crusher.
Just to make it clear (just in case the irony comes from the fact that i was talking about melee cleaves) I used the SQ example to illustrate the fact that people will wipe on anything even while kiting.
It’s ironic because you don’t even have to kite this boss (she doesn’t come in melee range).
As I said before, the ICD on sigils is 9 seconds. The cooldown for a normal weapon swap is 10 seconds.
9 < 10.
Is there something inherently complicated about this, or something that I’m not clarifying?
That’s only valid if you have same sigils of both weapon sets like battle on a staff and on a scepter. And that’s also only valid if you swap weapons the moment you can which sounds a bit far too stretched.
To quote the Wikipedia page for attunements:
“Attunements activate instantly and can be activated mid-cast. When one is activated, the previous attunement recharges for 13 seconds, while other attunements which are ready to use will recharge for 1.625 seconds. "
1.625 < 9 < 10.
Ah, so eles have infinite number of attunements. Do you realize you don’t usually swap weapons/attunements just to trigger a sigil because then you cannot go back to your previous attunement for the next 13 seconds? Think about the consequences of actions before giving theoretical examples without much of an afterthought.
seeing all the outrage from the few changes with spider queen(which can be burned down in the middle of the room), i doubt it.
COF P1 boss will wreck pugs.
It’s quite ironic considering spider queen doesn’t even come in melee range unless you los her.
Pugs will just kite, snare and dps from range. Not really an improvement for them.
Let me guess, the only reason you take ele is for fgs?
Warriors are the pug choice because this profession is fairly self-sufficient and pugs by definition won’t have a high level of coordination. Warriors stack might by themselves really easy and effortlessly. But since feature patch there is this trait that makes picking more than one warrior even for pugs pointless. It’s called phalanx strength.
Long cooldowns of other classes like ele. I’ve been pugging dungeons for years now and 2-3 warriors in a group ALWAYS had more dps than 2-3 ele or 2-3 guard groups in my experience of nearly thousand runs with hundreds of different folk.
Also. zerk necro with dagger/warhorn locust swarm plus golem is great dps. Almost as good as a thief. People need to recognize this and ditch staff, scepter nonsense in order to not get kicked.
If pug eles can’t match warrior dps I feel sorry for everyone that pug. But I wasn’t aware that lh autoattack had a cooldown
That’s a gs warrior. Also sustained dps is better than burst dps with long cooldowns. My point stands.
And where do you need sustained dps? In fractals but not in dungeons. Your DWA warrior is a dps loss when you already have one and anyone wanting to make a run as fast as possible should never accept 2nd warrior. That’s a sad truth.
Also, long cooldowns? Are we talking about warriors or something else now?
ps. More than one warrior lowers group dps is a myth. Try playing with real warriors with axe/mace with 10% faster attack trait
Does that mean that discrimination is when you don’t want to play with certain people?
She should come into melee range by herself or her immobilize attack’s range should be increased to 1200.
They should also remove warriors, too easy to play. Guardians as well.
There’s a bit more than offensive buffs. Precision and ferocity act as a multiplier to power, making each point of power more efficient for damage overall. Malice has no such benefit, so it can never scale in any way but linearly. This is important when factoring in might: at max might, 875 malice is a static buff, whereas 875 power turns in to (at 55% crit chance and 210% crit rate) 1404 power, or about 60% more of an increase point per point.
Though conditions have a roughly the same doubling ratio (except burn, at 1312 malice) as power, the additional stats cause things to grow more out of proportion.
Anyway, I hear people saying that conditions would become OP in PVP if there was no cap, but I have yet to see any evidence of this. Back when I played in the dreaded condi meta as an engineer (only cleanse was healing turret), I rarely hit the cap of conditions. There are several reasons why, too:
#1: My CC would halt their attacks and combos, preventing them from landing.
#2: My blocks and evades would dodge many of their bursts, keeping condis low.
#3: I did have a cleanse that would help out in many occasions.
#4: Even in death, the accumulation of damage from multiple condi users would kill me before the cap was reached.
#5: I had teammates with group cleanses that would reduce the damage.Unless I am getting epically trained, or hit the exact wrong spot with epidemic, the cap wasn’t an issue. Even when I played a terrormancer in sPVP, I think I capped someone once, and that was through condi transfer.
Point is, other players aren’t gigantic bags of HP like PVE enemies are. We are rather frail bags that have a lot of active defense, which causes the cap to rarely be an issue in play. If we remove the cap, there will still only be a handful of events that would ever cause us to hit more than 25 bleeds, and never an event that’ll cap out confusion or torment.
The same goes for WvW, too. The only time I ever hit the cap is when I get separated and condi bombed by several necros/engis. There, it wasn’t much of a difference between being separated out and DD bombed by warriors/guards/eles/thieves. I was dead in seconds with no hope of survival. Of course, playing an engi or necro, unless I was in a small group my condis just fell off of zergs, so the cap never came into play there, either.
What would happen with few epidemic necros chaining them in succession in wvw? Burst one target with condition bomb, then spread epidemic, then again and again.
Also, it’s not the issue whether they can remove the cap because they can’t. It’s only the issue of alternatives.
A number of bosses just ignore them. That’s how.
I thought they just made some attacks unblockable.
How did anet changed reflections mechanics? I can’t find anything.
Thanks for this detailed explanation. I would prefer this game being harder but it doesn’t include band aid fixes like a lot of people suggest.
When you are Killing grubs you want to avoid being hit by the Arrow ._.
Looking at both gribs and boss is quite difficult since the boss floats quite high.
I’m more scared of his enraged firestorm that could easily wipe entire party at now-not-available scales.
hmm fair enough,
I guess if anything it is a step in the direction though.Isnt that more or less what Wethospu was saying? it would not be so much as an overhaul of the AI. but simply adding MORE skills to an average enemies toolbar to use.
Kind of does make me wonder what would happen if MoB’s had the skillset of even the heart of the mist trainers.
Changes the dynamic
I haven’t played much gw1 pve but I do recall mobs having players’ skills. It wasn’t perfect and they were stupid as usual but I think it was better experience.
Focus is really nice but I use only in hotjoin when you just chill. Losing mobility is a big no for team queue.
Almost every “boss” in the game can now ignore reflect world bosses, fractals, and of course dungeons, If they didn’t want us using that skill just remove it entirely. Imagine doing a fractal 50 with lava shaman knowing that your reflects won’t be able to reflect his infamous arrow lol.
Do people use reflects against his arrows? I thought it was against grubs.
Berserker is obviously, at the moment, top of the line damage and it sets a standard. Even if Zerker were to be removed, everyone would just go to the next best option (which would then be top of the line) for DPS, and then that would be the next “x armor only”. The problem doesn’t lie in the stat spread, it lies in the fact that boss mechanics like instant OHKOs despite your gear and the fact that dodges and kiting are the best means of surviving, makes gearing tanky almost pointless in an “optimal” PvE scenario.
Except that in dungeons you can count the numbers of one shot mechanics on fingers of one hand.
Also, average champion is boring but there are some decent individuals like risen priest of melandru. Unfortunately, anet chose to put them in the open world where 50 players can press 1 because bosses don’t scale their offense in most of the cases.
im guessing you are being faceous but honestly probably wouldnt be bad to have some real enemies to fight. the pvp training npcs are more entertaining to fight than your average veteran/champion anyhow
I’m honest here. I think the game degenerated too much into the state of fgs bs we need serious rehaul. Boss fights should be longer and more dangerous, there’s not enough pressure on players and if there is some, it’s mostly centered around 1 or 2 persons. For me the best option would be to remove completely stats from gear and move them to traits. That way you can have more emphasis on roles with an easy way to change them.
Like Dredge? Or Toxic?
Dredge don’t dodge, have no condition removal and don’t heal except passive regeneration. Toxic are more close to it but still lack things like retaliation, confusion and self healing.
They removed reflections? I thought they just made some skills unblockable.
How about making bosses and mobs like players in pvp? Like some people said, give them stability, stun breakers and dodges. But let’s not stop there. Give them boons, condition removals and, most importantly, self healing skills.
Give them also retaliation so you need some passive sustain. Now we have perfect balance - you can’t go with too much defense (not enough dps) and you can’t also go with too much offense (not enough sustain). You would need boon removals and cc. True balance achieved.
Still, do you think soloing dungeons is something Anet Devs consider when balancing the game?
With the recent changes, FGS being used to down a boss in seconds is going to become a bigger blip on their radar. I have no doubt they see players going “we can kill the boss before they can even attack with FGS”, which makes it even more likely that FGS is next on the chopping block.
He thinks that warrior is a faceroll profession and its risk/reward ratio is kittened up in solo setting.
Waiting for bloomhunger change.
Maybe at least 1 attack would be unblockable.
How about marking a harder version for dungeons?
Like you will still getting 50% of damage when dodge / you even can’t dodge.
Then buff the reward 3 times.
Harder?
I don’t think calling something faceroll make it harder.
Why in other mmos do you have to bring 3 dps, 1 tank and 1 healer? Why can’t I bring different team composition?
Without FGS you would see ONLY 5 warriors teams.
Thank ele to push dps a little giving chances to other profession to take some spots.
In average pugs, sure.
Honestly i don’t see anything wrong about reflects, this was not some garbage mmo, even gw1 was more about clever usage of skills. Rather than making interesting boss encounters, they do this crap; rather than making bosses with a VARIETY of skills, they say – nah just nerf reflects and leave him with 2 skills to spam.
Next thing: pls nerf aegis and blocks
They actually are doing that since nerfing reflections in most cases means making projectiles unblockable. As it was done in Malrona’s case.
Are you sure about that? I recently read an evaluation on the damage output of necros and warriors, and the conclusion is that DPS warriors can output anywhere from 7k to 12k DPS.
Example of the boss fight with condition warrior where you can easily avoid most if not all of the damage: https://youtu.be/zyanxgG4bX4
This fight takes about 3 minutes as full dps build as well. Another example would be lupi. Fastest necro solo was achieved with condition build, not direct damage. Condition dealers lose their potential in group setting not only because of cap but also because direct damage dealers have more offensive buffs like vulnerability. It’s counter balanced by armour ignoring mechanics of conditions but only in pvp – mobs rarely use protection or have increased armour.
To reiterate, in solo settings or average team settings, one condition damage dealer isn’t far behind direct damage dealers. But if their potential was increased, pvp would be completely destroyed.
Condition warrior has similar dps as full dps build.
They wouldnt have to do anything to might stack limits. They are not the result of an arbitrary limit put in place due to technical reasons. Stick to the topic at hand.
For those that still dont understand: 2 direct damage builds = twice the damage, 2 condi damage builds = half the damage.
Every stack of might is being tracked by game engine so it does matter whether you and your team mates have 25 stacks or 250. So how’s that not a technical limitation?
I don’t think anyone ever mention that but if anet ever removed condition caps (will not happen without rebuilding whole computational complexity) they would have to remove might stacks cap. And that would make direct damage dealers (which stack might much more easier than condition damage dealers) even more powerful.
You do know that people solo Lupi in melee range in full zerker gear, right? Once you get good enough, enemies don’t drop you in melee range anymore.
Lupi is easy because of his telegraphed and slow attacks. Do you know how people solo bosses like Mossman? Impale (warrior sword4) to get torment and kite. That’s in zerker gear.
This is not about melee vs ranged, nor stacking vs not stacking. Its about direct damage vs condition damage.
Just because the holy grail of direct damage is 5 warriors stacking with their greatswords doesnt mean it is the norm. Nor should it be.
Except that the holy grail of direct damage, if you exclude fgs “trick”, is just one warrior.
they made cc skills useless in pve….and now they’re trying to do it w/ reflects.
why not adjust reflect damage on bosses if you aren’t capable of improving boss attack patterns?next time i read a dev post with the words “in order to promote build diversity”……..LOL
every move they make in pve narrows the desirable build selection to zerk gear and +% damage modifier traits….for every class. fractals is all that remains.
They made those skills unblockable so it’s even worse when you think about that. Offhands like shield for warrior is completely useless in those fights because you either have to evade it in melee (which isn’t that trivial) or abuse AI and use ranged weapons. With those changes the game becomes more and more 1111 spam from range.
My reaction to AC Spider Queen not stackable anymore: https://www.youtube.com/watch?v=jPmb0F00YPE
Because I hate stacking.
Do you also hate melee weapons?
Weapon strength is uniformly distributed.
Speedrunners don’t pug.