How does toughness benefit more from heals?
If you determine the effectiveness of a heal by dividing the amount healed by the total health pool you have and assume the amount healed is constant between a toughness focused build and a vitality focused build, then you would heal a higher percentage of your health if you have a toughness focused build than a vitality focused one
Doesnt really mean it benefits more, you just have a smaller gap of health to heal. With vitality you can heal at a earlier time and possibly even get the heal off through the cast time if your in some heavy pressure. toughness not so much because you die jsut as fast as someone with none.
Player A:
10,000 hit points
50% damage reduction
1,000 heal every 5 seconds
500 damage per second before damage reduction= effective hitpoints 20,000
= time to die = 156 secondsPlayer B:
20,000 hit points
0% damage reduction
1,000 heal every 5 seconds
500 damage per second before damage reduction= effective hitpoints 20,000
= time to die = 63 secondsVitality is a buffer and yes it allows the first heal to get used earlier but that’s it. It functions as a buffer. After that first heal though, unless you are able to constantly heal for more damage than you take (which is pointless in this discussion because then your time to die goes to infinite).
I’m not sure where you were going with toughness providing no benefit. When you have less hitpoints but take less damage from attacks you effectively have the same or more health (called effective health or hitpoints). Granted this is only against direct damage in this game, hence why toughness is a counter to direct damage and vitality to condition damage (combined with condition removal). It’s also the reason why toughness and healing power synergise so well as stated above and why Arenanet has removed a lot of toughness gear from spvp.
At the same time, high health pools will be affected more adversly by any type of % of max health modifier or attack. We don’t have those in GW2 pvp yet (pve they are quite common now in raids) but GW1 had them (deep wound).
While this is some nice math. Its not practical in anyway to the current state of the game. Especially adding in the fact that Vitality stats can be bundled with Healing power, unlike Toughness.
Toughness actually provides no actual benefit because there really is no significant change in the TTK. A burst is still basically a burst that can take you down, opposed to being stacked with vitality to notice the change in how fast your health depletes when stacked with conditions.
Exactly. Toughness wouldn’t be doing its job if your still able to be burst down the same as someone who isn’t using any. There should be a significant notice of someone who is using it or not. Its also not up to par with any of the other stats. Having no power over having some is very noticeable. Same with precision when you crit consistently or not. Toughness, you can never really tell besides possibly 2-3 more hits unless there loaded with condis, then its a useless stat.
It needs more to counter this powercreeping style the game has adopted. Toughness should possibly be changed to resilence and effect both power and conditions damage.
How does toughness benefit more from heals?
If you determine the effectiveness of a heal by dividing the amount healed by the total health pool you have and assume the amount healed is constant between a toughness focused build and a vitality focused build, then you would heal a higher percentage of your health if you have a toughness focused build than a vitality focused one
Doesnt really mean it benefits more, you just have a smaller gap of health to heal. With vitality you can heal at a earlier time and possibly even get the heal off through the cast time if your in some heavy pressure. toughness not so much because you die jsut as fast as someone with none.
How does toughness benefit more from heals?
Toughness is fine. 33% damage reduction is more valuable than 75% increase in base health.
Why? Because this thing called healing exists. The less damage you take, the less healing you need to stay alive. With vitality however you are still taking the full value of incoming damage which means you have to receiving healing on a 1:1 ratio to incoming damage, which is impossible because damage in this game way out scales healing.
Vitality is only really good against spikes, it’s terrible in any form of protracted fight.
Vitality is also good against condition damage, while Toughness does nothing. I think Vitality is okay, I think Toughness and Healing Power are both generally underpowered.
I think it’s a bad system. I feel like toughness should be reworked so that it reduces damage by a fixed amount rather than by a percentage, so that minor hits can easily be shrugged off while heavy hits still need to be dodged.
There is a reason why you no longer see an amulet with toughness and healing power. They compound extremely well. Not only is every point of health now worth more but you are healing for more as well.
Toughness reducing damage by a fixed amount would mean multi-hit skills would become far to weak.
Multi hits would serve as skills with higher chance to apply procs.
So procs going to be more powerful to compensate for the lack of damage that any multihit skill would do with this change?
Ofc not. Why would we up damage if we want to make toughness better?
Multihits will stay the same as they are.
Toughness is fine. 33% damage reduction is more valuable than 75% increase in base health.
Why? Because this thing called healing exists. The less damage you take, the less healing you need to stay alive. With vitality however you are still taking the full value of incoming damage which means you have to receiving healing on a 1:1 ratio to incoming damage, which is impossible because damage in this game way out scales healing.
Vitality is only really good against spikes, it’s terrible in any form of protracted fight.
Vitality is also good against condition damage, while Toughness does nothing. I think Vitality is okay, I think Toughness and Healing Power are both generally underpowered.
I think it’s a bad system. I feel like toughness should be reworked so that it reduces damage by a fixed amount rather than by a percentage, so that minor hits can easily be shrugged off while heavy hits still need to be dodged.
There is a reason why you no longer see an amulet with toughness and healing power. They compound extremely well. Not only is every point of health now worth more but you are healing for more as well.
Toughness reducing damage by a fixed amount would mean multi-hit skills would become far to weak.
Multi hits would serve as skills with higher chance to apply procs.
Toughness is so useless they deleted Cleric amulet because they were bored right? Oh wait…
Because Anet makes the best design choices, right? Oh wait…
This is honestly a good idea imo. Toughness really is a useless stat to take at any point because no matter how much armor you have you will still be burst down within seconds. If not from the initial burst of the dmg, but by the condis that stack along with it.
There are also classes that suffer a great deal from condition removal so im all for this idea but only if they balance the class out a bit more.
Toughness really is in need of some major tweaks to bring it into line with other stats. Idc if we have a bunker meta again because at the moment, a lot of classes are bascially berserker bunkers as it is.
Are you kidding me?
Mesmer already have lots of ways to negate damage, they do not need anymore buffs, especially to be killing when its already possible to do 1 hko combos. If anything they need to be toned down.
Would rather they make it how it used to be where it was like 8v8 battles, maybe more.
Just make it anti zerg friendly.
To everyone saying pvp is better, you are full of it.
PvP is nothing but HoT Power creep. Literally its pay for easy mode since elite specs broke pvp beyond anet’s repair. Your only chance of actually being able to fight elite specs is going complete cheese meta.
You must be a free player complaining about elites. Short answer is no it didn’t destroy anything, it actually helped balance gameplay and added usefulness to classes that were being neglected.
Yes because thieves on full evade dealing 5k+ crits when dodging is balanced gameplay. No, it made the game more “Build plays for you” then actual active play. And guess again, i bought HoT, fully regret it from a PvP perspective. And, If you want to fix neglected classes, then do that from the core.
Elite specs were really just the worst idea for additions to classes in this game. Even worse since you have to give up a trait line to even gain access to skills or the weapon in the tree.
A thief can get dropped by a good player. It also depends what class you play because while elite specs added more variety, some classes stayed with a specific job if you know what I mean. No build plays for you, because good players vs bad ones can be easily distinguished. I do see your perspective, but I don’t completely agree.
Its an example of what this game’s pvp has become, broken garbage. I really only play it due to theory crafting but seeing how this game functions now is just silly.
Warriors are now basically heavy armored thieves. (Tanky and bursty, with lots of sustain heals and damage negation)
Guardians have gained a lot of defensive boost but at the same time they have high offense. I’m starting to notice that some guards can burst players down 10k when they teleport, something you cant dodge should never be hitting you for this much dmg. Another thing to note, DH, a lot of access to blocks, brain dead traps (Actually better then rangers traps), High range damage, i really don’t know why.
Just 2 examples of how poor the design has been along the years with this game.
Funny you mention warrior and guard. You can imagine how bad warriors were needed in pvp, they became kinda useless and then guards were just a one trick pony who sucked at 1v1. Those two classes were neglected really bad. Rangers use traps but it’s not a big focus in the class. Rangers are really good tho soooo who cares. I feel like they can fix pvp up a lot, but it terms of classes, they are adding variety and usefulness to each class.
The game shouldnt be balanced around 1v1 in the first place. Since the only pvp there is is based on on group play.
Last time i played, Wow had a system set in place to help handle CC, diminishing returns and healers to outheal who gets focused. Unlike this game where theres only really 3 ways with how many spammable CCs there actually are. Condi clear shouldnt be whats used to clear CC either.
We also have energy, they could implement a system that uses up our energy when hit with a CC. Make it punishable if the player didnt dodge by draining their energy depending on what the CC is. But first, remove homing and lunging attacks. These have horrible pathing and need to just let the player run the course themselves. Skills like warriors Rush where itl run the distance, pause at times and then attack.
Burns need to be extinguished with rolls as well.
Immobolize should not allow a player to evade, but still allow them to move cause as it is now, its basically a stun atm.
Remove CD for failed cast since daze is a thing. (When a skill gets interrupted because a player moves out of sight before the skill actually comes out).
Structured pvp. Class to heal with, Thinking Mantra Mesmer, Guardian(Meditation), Druid(Ranger). You could try your luck with engineer healing but thats…really unloved and probably will never see change.
To everyone saying pvp is better, you are full of it.
PvP is nothing but HoT Power creep. Literally its pay for easy mode since elite specs broke pvp beyond anet’s repair. Your only chance of actually being able to fight elite specs is going complete cheese meta.
You must be a free player complaining about elites. Short answer is no it didn’t destroy anything, it actually helped balance gameplay and added usefulness to classes that were being neglected.
Yes because thieves on full evade dealing 5k+ crits when dodging is balanced gameplay. No, it made the game more “Build plays for you” then actual active play. And guess again, i bought HoT, fully regret it from a PvP perspective. And, If you want to fix neglected classes, then do that from the core.
Elite specs were really just the worst idea for additions to classes in this game. Even worse since you have to give up a trait line to even gain access to skills or the weapon in the tree.
A thief can get dropped by a good player. It also depends what class you play because while elite specs added more variety, some classes stayed with a specific job if you know what I mean. No build plays for you, because good players vs bad ones can be easily distinguished. I do see your perspective, but I don’t completely agree.
Its an example of what this game’s pvp has become, broken garbage. I really only play it due to theory crafting but seeing how this game functions now is just silly.
Warriors are now basically heavy armored thieves. (Tanky and bursty, with lots of sustain heals and damage negation)
Guardians have gained a lot of defensive boost but at the same time they have high offense. I’m starting to notice that some guards can burst players down 10k when they teleport, something you cant dodge should never be hitting you for this much dmg. Another thing to note, DH, a lot of access to blocks, brain dead traps (Actually better then rangers traps), High range damage, i really don’t know why.
Just 2 examples of how poor the design has been along the years with this game.
WvW is basically follow the leader and spam all your aoe and cleanses as much as possible while running in a zerg.
PvP just sucks beyond belief. Its actually the worst it has ever been, the esport being shut down supports this. Useless builds, slow balance patches, low build diversity, buggy movements (will randomly get stuck on nothing), Projectile issues (Many times projectiles will go out of range when your upclose to players), Burst builds that can negate a lot of damage (while still fighting back).
I dont think this can compare to WoW at all.
WOW pvp is an utter power creeping mess and has been for many years, don’t think it compares to any mmo out there including GW.
RE WVW, don’t follow the leader unless there’s some big juicy fights on the go or you want to farm, its a lot more fun.
Can you even do max level pvp without paying for the expansion in WoW? Pretty sure its gated.
Depending on your server you may just be out of luck cause all youl see is Outnumbered more then 50% of the time. Without a Commander pushing players through WvW, it just seems empty and half complete since i havent ever stumbled upon players using actual tactics outside of storming abandoned towers and keeps.
WvW is basically follow the leader and spam all your aoe and cleanses as much as possible while running in a zerg.
PvP just sucks beyond belief. Its actually the worst it has ever been, the esport being shut down supports this. Useless builds, slow balance patches, low build diversity, buggy movements (will randomly get stuck on nothing), Projectile issues (Many times projectiles will go out of range when your upclose to players), Burst builds that can negate a lot of damage (while still fighting back).
I dont think this can compare to WoW at all.
To everyone saying pvp is better, you are full of it.
PvP is nothing but HoT Power creep. Literally its pay for easy mode since elite specs broke pvp beyond anet’s repair. Your only chance of actually being able to fight elite specs is going complete cheese meta.
You must be a free player complaining about elites. Short answer is no it didn’t destroy anything, it actually helped balance gameplay and added usefulness to classes that were being neglected.
Yes because thieves on full evade dealing 5k+ crits when dodging is balanced gameplay. No, it made the game more “Build plays for you” then actual active play. And guess again, i bought HoT, fully regret it from a PvP perspective. And, If you want to fix neglected classes, then do that from the core.
Elite specs were really just the worst idea for additions to classes in this game. Even worse since you have to give up a trait line to even gain access to skills or the weapon in the tree.
Non, would rather them focus on redesigning classes and sticking them into 1 thing before they add anything more painfully broken. Coming form a PvP/WvW player.
Game needs a lot more team play, less one man armying everywhere. Weaken every class but give them powerful support so everyone will have a specific role instead of just raw damage.
No weapons, Just reworks on dead skills and trait system ^^
Its obviously not the fact that warriors burst like thieves with a good amount of damage mitigation on top of stability + movement speed increase with good passive healing…
Which is why you tweak healing numbers and duration as well. In order to have a major uptime of boons in pvp, it should require teamplay.
How about this.
1) Increase the TTK in spvp. Lower Condition durations, make it so condi builds have to WORK to keep condis on players. Negate burst, no one should be dieing within 5 seconds.
2) Get rid of CC. This game clearly has to much. Give players a small amount of immunity after they have been hit by CC. This prevents stacking.
3) Tweak soft CC.
Blind → Only able to be applied from the front in close range quarters.
Cripple → Keep it as is
Chill → Same as well, reduce duration and effectiveness.
Slow → Get rid of it
Daze → Lower the duration of this
4) Defensive skills:
Blocks → Lower the amount a class has, make it so you cant block and attack at the same time as well.
Invulnerable → If you attack it goes away, plain and simple.
Cloak → Remains as is
Money to skill development thats not behind a cash wall maybe. I hope.
Does this mean ANet ill go abck to its roots and actually turn this into a good game? Meaning we get fun/goofy skills, lots of wacky build diversity, back to more events like SAB, and get rid of this stupid 5v5 crap and push 10v10 gameplay with some actual creative maps that possibly have hazards!?
This is actually a good thing, this pvp was never gonna be a esports because Anet failed to understand what made matches interesting. hopefully now theyl learn later down the line and focus on making each class unique like it was supposed to be.
If the game is going to have kittenty balance, might as well let us have kittenty balance with our own personal builds.
Rather they do that then struggle to balance this game every 6 months.
ANets team of professionals are typing furiously to your email right now to hire you
It was a dream to be on the team when it first released. Now i smile just knowing that this would never happen. Yes I know it was sarcasm.
@Saiyan – Reaper Perma Chill, Mesmer interrupts, Warriors unlimited amount of CC. Jumped on by more then 2 people spamming CCs in aoes and directly on top of a spot which catches me and mostly my team. Stability is basically the only way to stop this stuff but there is more CC going out then stability you can gain to completely negate losing control of your character in a team fight, especially if you get singled out. I play a Mostly on Engineer, currently testing out different builds.
I used to actually love this games PvP for what it was, I spent only half a year in PvE and the rest of my time in PvP since Open Beta. I recently came back from a long break and came back to find out things have no changed for the better, but for the worse. Abilities I always wanted to use like the medkit, not even recieving a decent change. There is also some strange lag that is going on, where abilities are activating on a delay and im actually taking damage before a player is actually supposed to hit me.
Ex: A heartseeker hitting me before the player is out of stealth. I expected that it always hit at the same time the player unstealthed, not way before.
@Abelisk I never ran a meta build either. But i do love the theorycrafting in this game. I wanted to fine idea son how to make abilities work and introduce myself to new roles. I came back in hope that a good engineer support build could be made with a focus of elixirs, med kit and elixir gun.
@Rednova Im frustrated because i expected Anet, over these many years of game design and time, to know how toxic CC is for a PvP scene. They spent so much time focusing on PvP balance and it seems they have learned nothing. Having the mindset that things cant change because their set in motion is bad for gaming. There is always a better way to do something. I’m not saying mines is the best way, but what stands now is bottom of the barrel.
In all honesty, they just need to drop Elite specs. Get rid of the pay wall. Let the expansion expand on other parts of the game, mostly a focus on PvE. Keep introducing new skills to counteract the meta as well as tuning old skills into place. Theres been dead skills for years, this should not be a thing.
While many classes have access to blocks, they shouldnt also have access to destructive power. The more defensive you are, the less offensive you should be. A trade off is needed. This should be the same for CC, the more you have, the weaker you are when it comes to dealing damage.
@Buran I really dont know what to tell you if you believe this game has one of the most finest PvPs. I could care less about FPS games as that is a different genre entirely.
@Reaper Alim I really am disappointed to hear that. PvP should always be skill based instead of stack crap on top of a player to win. More reaction play to passive play. Its no surprise the esports they were pushing so hard for over the years didn’t succeed.
@Gretzel Beg to differ. I dont even like WoW but the pvp I’ve seen in the game isn’t as bad as this game in the least.
Your game’s pvp is absolute garbage. I have never wanted to pull my hair out over a games pvp as much as I do with this one. I have played pure f2p games that are more balanced then what this game has.
Issues:
1) You have to much spammable CC with no diminishing returns. You have blinds, immobolize, stuns, daze, launched, knockbacks. Ok, you get the point. This should never happen in a pvp game as there are way to many reasons for a player to take their hands off the keyboard. The worst part is there are classes with burst potential who have access to most of these. That is not balanced, there is no high risk high reward set in place with design choices like this.
2) Passive procs. Get rid of these, make the player have to think about what they do, not have things happen for them.
3) Give better build diversity, buff the dead skills, specifically the ones that focus on giving teammates boons and getting rid of there conditions. This game should focus on teamplay, not being selfish 1 man army.
4) Redesign blocks, and what is blocked by terrain. No class should be able to block for more then 3seconds + having access to any form of CC if it exceeds that limit, this is to much control with little risk. Reward players for performing timed Evasions + knowing when to use a their block instead of popping them and procedding to dish damage at the same time.
5) Fix conditions or offer better counter play. They deal damage to quickly and if a team drops their conditions on you its basically game over unless you have cures. But the potential of them being restacked on you is high so theyl be back on you while you suffer long cooldowns for cures. Offer dedicated condition clearing builds for teamplay, a possible solution.
6) Aoe Circles, Lower the radius on them. Dropping circles on a point should not go rewarded. Especially given that a lot of the circles take up the entire conquest zone.
(edited by iKeostuKen.2738)
Even if it increased interact-revive speed when you had the medkit in hand, it doesn’t make the kit worth bringing.
1. It’s another instance of “it works, but clunky as hell because it’s engineer” because “clunky pain to use = high skill cap” (switch kits then go to rez someone instead of just rezzing like anyone else would— this isn’t higher skill, it’s just an extra button to press before F)
2. it relies on letting your teammates get downed which would have been less likely if you brought HT or if the kit were actually effective for healing someone actively fighting
Gotta look at the revival benefits from bringing someone up as well. Look back at my post and look over the traits.
You might want to post this into a document to edit it up and re-post a link to it. Right now it looks like a giant wall of text and i don’t think many people would go through it. I don’t want your work to go unnoticed so i can offer this feedback.
Hi guys, I’m Bear and I’m a altohlic. I struggle from choosing a main that personally fits me and its been like this since launch. I played every class but i kind of need some help making my choice now that new specs are out.
I’m looking for a Boon support class that can offer a large range of Boons to myself and teammates. I typically play in SPvP but that was just to get a feel for what class i wanna be. I want to mainly focus on PvE and WvW.
Right now my main choices are Dragon Hunter, ChronoMancer and Engineer. I love that DH gets Bow and Staff (These are my 2 fav weapons types ingame). CM gets a staff and wells which kind of brings out that play style a bit more. Engineer doesn’t really get much when it comes to team support with boons so I’m thinking of dropping this one (It was my old main)
From your experiences, can you guys offer what would be a good class to go for when it comes to my playstyle.
You don’t get shut down just because you are dazed. You can still dodge/move when being dazed.
Never really said that you did. But incase your fighting a mesmer, theres a high chance you will get shut down from that daze.
You won’t.
It is actually very easy to tell if a player is good or bad after being dazed.
Good player tends to dodge after being dazed. Bad players just do nothing.
Chances are, you will be shut down, daze and stun from mesmers.
Unless the dodges are already used.
Lets just remove all CCs and replace them with Floating board signs saying “Equality for All”
Joking aside, I am really suspicious about this post, Why? You should be more complaining about stun than daze am I right? Since Stun shuts you down for real (can’t move can’t do anything)
Well when stunned, you can use stun breaks.
When dazed, everything goes on CD even if you werent interrupted.
Except for instant-cast skills and stun breaks…which remove Daze.
This may just be a issue im having then, when i get dazed, all my skills hit C.D. They also go on C.D randomly when moving around.
(edited by iKeostuKen.2738)
MedKit changes are amazing, pretty sure I’d keep those syringes strapped to my wrist almost 24/7 with these changes, it would be unimaginably strong when paired with elixir shells and super elixirs. Would the engi himself gain the heals and buffs as well in your mind
?
Thats actually a pretty good idea ^^ I love the idea of being a boon support class and with elixirs this does seem like it would offer some amazing support. When thinking about this i was only looking at medkit and not the full picture of what roles it could fill =D.
Also, I’m not sure about the self heals since engies can obtain a great amount of passive healing as well as support from other classes when it comes to heals. But maybe we could share a boon when using med blaster as well =D. So if we have aegis on and avoid getting hit, we can keep applying it after every end phase of med blaster for example.
Everyone seems to want to fix that kit, and I think the devs don’t know what it’s supposed to be just for that very reason, total skill identity crisis xD.
If they make it into AOE, I don’t think there would be a chance for people to die when rolling with a total healbot engi, but the current version shouldn’t be used pretty much ever, because why kitten yourself on purpose? So it definitely needs a lot of changes to become a viable alternative.
I honestly imagine that they aren’t thinking outside the box when it comes to ideas xD. Mostly number changes.
Yeah, maybe aoes would be a tad bit to much. If we could, maybe turn them into a mantra . Pre prepping the syringes(etc) so we could toss out a bit more support in the process. I honestly doubt combat medics would go into war with only 1 painkiller or 1 bandage lol.
Mine should’ve always been like that, the current version is more like a satchel charge or something. Mines were invented to blow up when disturbed, so YES PLEASE.
Ram seems quite.. Strong
Dunno if AOE stunning would be too wacky, especially when traited into Gadgeteer, it’s a pretty low cooldown skill after all, changing the CD longer would make it really situational as well, because you would want to save it “for that moment when I need it”A.E.D, I like your idea, this skill definitely needs a lot of love, all the other healing skills than HT need it tbh.
Would condis deal their remaining dmg as burst or would each convert into a set amount of raw damage, what type would the damage be?
Glad you feel this way about mines and yes, this is they way they should be xD . Maybe cause a condition when blown up as well. (Crippling + bleeding+ Confusion/Torment). Not both Confusion and Torment, but i feel like randomly exploding would cause some type of trauma and effects on the target.
As for the battering ram, maybe instead of changing that skill, it could become a Elite gadget instead. There is obviously better ideas for a gadget elite but this would probably seem more of a elite status skill for what it does lol.
As for the A.E.D, i feel like if it did the remaining damage on conditions, it would lead to some super bursting xD So maybe like consume conditions, each special condition on you would be converted into a set amount of damage or heal when it overcharges.
Glue shot.. Hmm, I personally like the current version, it’s easy to use and does what it’s supposed to, I’m not opposing change tho
Would the only difference be area size and shape?
If the shape would be the same as Inspiring Reinforcement, it would own in hallways and stairs
Yes, the only change would be size and shape. When i use it the shot kind of lags behind the target which can be pretty annoying. But to make this work, it would have to lose being a ground targeting aoe and become a 0-180 degree line in front of the player. I dont think a lot of people would like that though.
Traits are pretty cool too, especially fire within, Operation and Complete should imo be paired into some existing traits in either alchemy or inventions lines
tldr: I like most, please explain more in detail because you have some cool stuff in your brain
Ty for the feedback and I’m glad you liked my ideas ^^ . The traits would make a big improvement on MedKits functionality and also provide some more team support at the cost of losing constant dps. Also with this, more runes would be able to obtain more spotlight, like mercy runes for example =D
Quite nice ideas with the overcharged things, would be nice to give a shot to improve the ram, A.E.D. and mine (and THE MEDKIT)
Yes, i feel like gadgets need a bit more identity when it comes to this class. Also some major improvements because atm, they are outshined by kits and elixirs. Thinking of sharing some ideas for a new specialization idea with a focus on signets and gadgets.
And i seriously would love “THE MEDKIT” to recieve some major love xD.
(edited by iKeostuKen.2738)
Lets just remove all CCs and replace them with Floating board signs saying “Equality for All”
Joking aside, I am really suspicious about this post, Why? You should be more complaining about stun than daze am I right? Since Stun shuts you down for real (can’t move can’t do anything)
Well when stunned, you can use stun breaks.
When dazed, everything goes on CD even if you werent interrupted.
It could be that, i do feel like they have a bit to much soft and heavy cc with heavy damage. But still interested in making it about working on skill interruptions. Itl give it that bonus reward for when you do it right and gives you nothing for if you blow it at the wrong time.
You don’t get shut down just because you are dazed. You can still dodge/move when being dazed.
Never really said that you did. But incase your fighting a mesmer, theres a high chance you will get shut down from that daze.
Im here to ask for a change to the way daze works. As it stands, theres way to many Hard CC that basically does the same thing, shut the player down. (Immob, Stun, Daze) Yes, i’ve been the victim of having to lay my hands off my keyboard due to being cc spammed from various sources. Immobilized into being stacked with blinds and daze to make it worse.
But i’ve noticed that daze works in a way that’s a bit more intense, a shut down to all skills. This is ok, sure but its offered at the price of nothing.
Which is why id like to suggest a change to the daze mechanic. Instead of dazing all the time, how about only daze on skill interrupts. Auto attacks should not count. This would add a bit of skill and patience instead of being able to land a daze on top of another daze on a unsuspecting foe.
Had some random ideas in my head, decided to post them to get feedback or some notice. Studying Game Dev/Design so it would be interesting to hear what others thought of my ideas.
=====Skill Changes========
Throw Mine - Get rid of detonate mine and allow the cooldown to start after the previous mine has been throw.
A.E.D - When overcharging is successful, convert conditions into damage and unleash a explosion around you. Or Bonus healing!
Battering Ram - This is now a AoE, Unleash a barrage of battering rams on the target area, inflicting stun or daze. On the final throw, launch a real ram onto the area, dealing damage and knockdown.
(Think Arrow volley, but not as long since its Hard CC)
Glue Shot - This now summons a wave of glue instead of a puddle. (Think, Revanent inspiring inforcement.
Throw Bandages - Toss 5 bandages, each having a base clear on Bleed and a added condition. If no conditions are present, gain a added heal.
Medkit skills 3-5 - Changed into aoe effects instead of single target.
======New Traits=========
FT ~ “The Fire Within” - While flamethrower is equipped, Burn that is applied to you is turned into might stacks. If burn stack exceeds 10, instantly explode and go down. (Can knockback and do damage on explosion)
MK ~ “Operation!” - While med kit is equipped, revive speed is increased by 20-33%. Also drops a water field that cleanses conditions and applies Regen on pulse.
MK ~ “Complete!” - When succesfully reviving an ally, you both gain boons. (Regen, Prot/Resist, Vigor)
These are basically changes to the things I play the most and wondered: Hey! it would be awesome if instead this had this effect, or wouldnt it be funny if this happened.
This is probably just me, but i’m thinking the med kit should have increased revival speed when equipped. Adding onto that, some revival base line traits.
Medical Bed - While reviving an alley, sumon a water field that cleanses conditions on pulse and grants regen.
Operation Complete - When succesfully rallying an ally, you and them obtain boons. (Regen, Prot/Resist, Vigor)
Bandage should also cleanse bleeding on base and toss out more. The skill itself is plural so why do we only toss out 1 pack?
Our 3-5 skills should also be changed to that of an aoe, maybe a healing rain kind of thing, shorter radius though.
Watching the video right now, enjoying what i’m seeing. But i think you have GS 4 and 5 confused. Gs4 summons the phantasm, Gs 5 is the knockback.
Just played a bit of it in PvP and had a few suggestions in my head.
-Traps should be able to be thrown or cast on a area. This will truly help it out in every mode if the user is using Long bow.
Honestly that was my only idea, i don’t play competitively so i cant give any ideas for how to make it competitive.
Otherwise, i feel as though long bow dmg is pretty nice (When running marauders).
Wow, somewhat the exact build i created earlier, feels like i been stalked .
But take soldier runes and itl be more condi clears.
Or if you want more might, use mad king runes.
Its fine the way it is. I love the pet synergy it brings to the game. Stack 25 might on my pet, and share it with myself ^^
What if the function drone was able to use kits on a Shift F2-F5 Bar. :P
That would be pretty insane.
With the trait that heals for 20% of what u got healed which got his ICD removed, u can basicaly synergize the hell with Druid, when u get healed by druid, u also heal 20% of what he heals, and he get heal whenever he heals some1.
The possibility with this buff on GM trait are realy delicious xD.
This trait got changed. It will only spread healings you are doing to yourself. The engineer himself has to be the source, so there won’t be a Druid- Medical Dispersion Field combo.
I really like the change for this specific trait, just wanted to correct this.
Does this also count for boons regens?
Like susperspeed heals.
Its not that limited xD…maybe…
Did a quick lookover the core traits to see if i could come up with anything, still nada.
-Besides some swiftness stuff that would go with Rapid regen.
-Medic Gyro that can work with Recovery matrix.
Im starting to feel like the scrapper trait line is just stacking ontop of our core class. So we get benefits instead of synergy if that makes sense >_<
Honestly I feel as though your right with the trait synergy, but i wouldnt say gyros are a bad idea. Like rangers we kind of lacked team support in a way. Elixirs offer some but imo it wasnt amazing cause i doubt people used them with team support on the brain and just did it for might stacks and some condi removal.
Tomorrow wel see if anything changes for trait synergy.
Why cant you do both dps and heal, like being a hyrbid?
Its not like you lost access to other weapons and traits. Even the Staff 1 was pumping out some decent damage.
Have you seen how garbage your damage is with healer runes/sigils/accessories ? If you want to even remotely deal decent damage you dress for success.
I think all of you who are celebrating the new Druid revelation do not seriously main as a ranger.
If i was interested in main healing i seriously doubted i would have made a ranger 3 years ago. I more than likely would have expected my Guardian to be the main heals.
Agreed with all you said. Also want to point out that if they do allow druid to do decent DPS and main heal at the same time then druids will be vastly overpowered.
Maybe that’s what we’ll see, 5 druids crushing all the content.
Color me very dissapointed, first ventari now druid. Trinity or bust!
-Jeff
The thing is, Ranger already deals some pretty decent damage ontop of having some very amazing range. Im sure a lot more people would hate it if all they got for a elite spec was more damage, but atleast now there is another role that rangers can fulfil in the game, a more team based role in which they were severly lacking before.
Nobody is forcing you to be a druid, and if they are, just leave there group and make your own.
In the end, you gained a new playstyle, very interesting mechanics, a very good looking spot in team play and also got some new pets that are able to stick in combat a bit more. Be happy and stop brooding over stuff you already had that wasnt even bad.
Ranger’s damage is way behind thief and ele
Slightly behind engi and warrior (both give way more offensive utilities)
Ranked 5th in dps role. How is that good dps?
Are you comparing Melee to range? Is this also Power or Condition damage? Is this accounting for a classes ability to survive as well as pumping out numbers?
I’m comparing to the “maximum SUSTAIN damage” a class can potentially achieved in an organized group, calculated and proven by some of the best and most experienced dungeon speed-runners.
So a thief has better sustain damage then a ranger when using range? Or is the thief up close and in a dangerous area to achieve that damage? How about the warrior? The thing is, the game isnt going to cater to the elitist which is really good.
Also believe that there shooting for the death of zerk meta in pve, so its probably good that they didnt give you more damage ontop of the damage you already have and instead gave you support and the tools for more areas to play in this game.
But i honestly dont care much for damage, thats just me, i rather have mutliple roles i can fill instead of just another added dps to the group ^^