^+1
and: nades. much spam, so bleeding, very freeze and poison. wow. change for either tk or rocket boots, latter would be better.
therefore:
- coated bullets -> grenadier.
also:
- superior sigil of accuracy -> superior sigil of geomancy for bleeeeed.
- cleaning formula 409 -> backpack regen
- fast acting elixirs -> envigorating speed
edit: i LOVE running 5 people roaming. Elona Reach Tier1 EU
(edited by pza.8024)
In-combat stealth is genuinely a learn to play issue; I’ve landed more Cloak and Daggers on invisible thieves than I can count, and many more than have successfully backstabbed me. It’s certainly not ‘OMG they can be anywhere!’; you know where they used their stealth, they only move so fast, and there are only a few places it makes sense for them to go. I won’t pretend that it’s an easy skill, but you don’t need to see where someone is to know where they are.
I think there’s a legitimate gripe with long duration stealth as a near guaranteed disengage (Shadow Refuge, big stacks from Black Powder + Heartseeker). That’s really frustrating to play against, and when someone wants to disengage with a long duration stealth you really can’t predict their movement.
The 3-4 second stealth you get from using a skill in combat though? That plays really well, has strong counter-play, and taxes a skill set nothing else really does. I don’t see any issues.
A thief should actually learn how and when to use his stealth ability, and not just spam it around. like frenzy. quickness comes at a cost and must be well considered before usage.
i could even imagine stealth deactivating your weapon skills until you unstealth. this way, it would become predictable when the thief would uncover, making a direct backstab/anything else counterable by skilled players. the problem is, smoke fields that grant area stealth on blast finishers would result in scamplay, especially in WvW, same goes for shadow refuge, so it’s not really a solution.
tl;dr: +1 stealth overhaul. needs less spam, moar skill.
Whaddabout an Elite that is called “elixir ß-turret-kit” and if you activate it, it turns you into a walking turret and gives you 5 random skills from other classes, most of them quite useless untraited and with no synergy whatsoever with any other skills. i mean, if you could predict which skills you got, this would be blatantly OP. oh, and plz plz add a 5% chance to get 25 tacks or might and stealth. this would be so cool. oh, and 240 sec cooldown, or OP.
Trollpost, sorry.
kit refinement only works in singlekit builds and the only singlekit build i tried so far was nades + stuff. and the effect kit refinement activates when equipping a nade kit is… melee (Drop Mine). On a 1500 range kit. makes much sense.
the other singlekit build i can imagine is flamethrower. where kit refinement activates a Fire Shield. noone needs fireshields.
the only effects i find interesting are magnetic aura from medkit, but i find medkit just to weak to use in a non-specialized build. the other one is magnetic bomb (Set a timed charge that pulls nearby foes.), which activates on equipping Bomb kit.
not sure if the effects only trigger in combat, but if not, the main problem is that most of engis with kits keep switching on and off their kits to trigger swiftness (and vigor) and therefore keep putting kit refinement on cooldown.
If there’s something strange
in your Engi’s skillbar
Who ya gonna call?
TURRETBUSTERS!
If there’s something weird
and it don’t do any good
Who ya gonna call?
TURRETBUSTERS!
(beware my mighty paint skills
)
+100
Maybe und this is finally getting heared in the balance forums. This has been proposed since release, along with the bug fixes.
Ofc, pvp would maybe be an issue. Thats what everyone fears. Do not see why though.
Lets change the armor of allll elementalists from light to medium, along with their visuals, the armor they are wearing, the armor every single player is crafting or saving in his bank for his ele, the players crafting profession from tailor to leatherguy… and everything else, so that noone can complain, because you dont like the arcana traitline.
Wouldnt it be easier to just simply increase the duration/effect or decrease the cooldown of the eles underused defensive abilities to a reasonable amount?
(edited by pza.8024)
Adding hard counters to the game just further splits the division between class ability and player skill. A good player should be able to beat a bad player regardless of class.
Also, there are a large number of traits that work around steal. Mug, stealth on steal, boons on steal, boon steal on steal, daze on steal, increased steal distance, etc.
Sorry to say but the game is a stone paper scissors game. Engis outperform thieves, necros kill engies, thieves murder necros (i believe). i agree, as long as there is a relevant difference in personal skill, there should be a chance of breaking this circle. Of course circumstances like game mode, luck and terrain also play a role, but this is not what were discussing here.
Anyway. If you call stealth a thief class mechanic, its the only one that has a lack of possibility to be countered. And its potentially the most powerful one. I’d pick perma stealth anytime over warr’s f-skills.
Edit: forgot to say:
Too few thieves rely on the actual stuff that u steal, and instead jsut steal to teleport or trigger traited effects. Thats silly and poor design. Its like eating for training your jaw muscles instead of nutrition.
(edited by pza.8024)
The above post doesn’t make much sense
You say thieves are way easy to kill then go on a rant about stealth and wanting nerf it with reveal attacks
Yet offer zero ideas to buff up the free kills you just created.
Thieves are fine as is people. Leave it alone
My opinion is that the thief is well balanced, and versus condi cookiecutter engies even quite weak. My point is that stealth doesnt offer enough possibility to be countered. So if it got changed to be easier to counter, like for example giving each class the ability to reveal the thief, the thief should be given a buff in return. Whatever this is, more survivability or abilities to escape, im open for anything.
And:
If stealth is fine as it is, why are so many people complaining about it? It’s not l2p, or else i wouldnt be winning 80% of the encounters.
agreed 99% of this.
i didnt get the defiance effect on players though. do you mean, if a player gets cc’ed he’ll get one defiance stack, making him immune against the next cc? that would mean only half of all cc’s would hit him. i don’t like this. as a player you could be wasting an essential dodgeroll to not be cc’ed (alhtough u had defiance anyway) and then you would lack endurance for a dodgeroll that would evade the next big damage burst.
love everything else though. especially the anticrit-stat you called guts.
i main engi, and it’s most of the time super easy to win against thieves. i already lost hard to some thieves, but that’s due to me not beeing the best duelist.
BUT: the stealth mechanic is WAAAYYY to cheesy. like WAY WAY WAAAAY. people saying you can counter it: unless you have interrupts (and high skill to interrupt someone stealthing), there’s no counter to it. any AoE is either:
- too weak to kill the thief (or else you would use it even if he’s not stealthed)
- strong enough to kill, but then your target didn’t need stealth and you would have used the skill anyway, not altering your gameplay at all.
a real counter would be something that would work ONLY if the target is stealthed, like an attack that adds REVEALED to your target, or an attack that deals extra damage or conditions to stealthed enemies. this is the definiton of counterplay.
so whenever a thief stealthed, he should really think twice, because it may happen that someone COUNTERS this, leaving him weaker than he would be if he didn’t use stealth.
of COURSE the play without stealth should then be buffed. thieves should be able make much more use of their real class mechanic: STEAL.
neither does it for me. try this:
i’ve been waiting for a “fix” since release. sigh.
according to wiki, its 0,92 s per bomb attack.
so, my personal, sorted wishlist for future videos?
1. more “how to use skill xy” -> ive learned so much already!
2. commentated wvw content in different situations (solo, team, zerg)
3. new builds, with pros&cons, like power bunker, zerker, etc… like you did with the nade/bomb/tk one
4. comment on viability for pve
i know this requires time, but that’s just a wishlist and i hope to see it soon
(edited by pza.8024)
thanks to the TP:
tradable items = gold.
so you can do whatever you like, earn money and get the items you need. it depends on the item sell price (in this case linen/silk) to say how much a “boring farm run” is more efficient than what you normally do.
in other words: if you’re feeling you’re beeing forced to farm, you’ll be bored quickly and not enjoy the game. this depends entirely on the farm efficiency, your resistance against boredom and your wish of obtaining ascended gear.
what about sharing your calculation with us, so that we can see whether/where you got it wrong or not.
you prolly got a typo there, clumsy. i calculated an avg. ~3001 damage without critical hits and asc zerker gear and infusions.
1.25*2383*923,5/916=3001
yeah. i ran condition in zerg fights for a long time until i noticed there are only few conditions that really affect zerg fights:
- poison
- fear
- weakness
- immobilize
- cripple
- chill
this renders condition damage rather useless, and duration less useful. that’s why i would rather chose a power build in zergs.
nevertheless, you can of course run whatever you like and dire is quite a fun stat combination, that’s for sure.
try this and see how you like it:
http://gw2skills.net/editor/?fcAQJAqelIqiY3zylF87ISIF239JSh+ZZfeIXtFEC-j0wA0CQ6DQptIasA-w
mine is a great blockpiercing boon removal and CC on a very short cooldown, very underrated in zergfights, both defensive and open field.
it can be exchanged with toolkit though, which offers a 3 seconds block, which is great for escaping or running through enemy gates or the like. magnet pull for pulling people off walls. prybar for facesmashing, though not as useful as in roaming. box of nails is awesome though. slows enemy zergs down alot.
most useful kit skills would be (try to keep them on cooldown)
- glue bomb
- fire bomb
- big old bomb
- smoke bomb
- freeze grenade
- poison grenade
- flash grenade
(edited by pza.8024)
Thank you for posting, but im sorry that i didnt make clear that i’m trying to figure out a team roaming build with high tools and the centaur rune, so that i could use the armor set i have and make a viable use of medit. As for roaming in groups, it makes it particurly difficult to find anything better than the aoe heal of ht…
Thanks for your input. I appreciate it. I probably didnt run high tools long enough to realize the sustainability would be significantly better than with ht. I personally love to run 30/10/0/20/10 or similar, in wvw i used to use it with a Rune of the centaur for perma aoe swiftness. Since the ht buff i couldnt let ht go anymore though, and this thread was a mean to find a way to reactivate that armor, to be able to use that swiftness again.
Oh ane by the way, ht has double heal on 25% aswell. And no, not stackable, since same treshold.
Im still in doubt if i can make a wvw small team roaming build work.
I think i can make the frustration of most players here more evident. We got following problems:
- The price of thick leather is very low due to the low demand and high supply.
- The high price of silk scraps: Silk may be just as common, but the amount needed is way higher, so that in the end we got the price imbalance were currently facing at.
Result: player frustration when finding a leather scrap with no value and player frustration when buying silk scraps for ascended armor.
Possible obvious solutions would be the following:
- Increasing the price of leather scraps by adding demand would even out the difference but make ascended items even more expensive. As a result this would slow down the amount of ascended crafting and therefore reduce demand and price of silk scraps.
- Decreasing the price of silks by reducing demand or adding supply through higher drop rates would increase crafting and therefore also the demand of leather – turning it more valuable. It would also turn ascended armor easier obtainable.
So both solutions would work in towards improving crafting. It depends on whether the cost for ascended armor should increase, decrease or stay the same, to say which solution or a combination of these is the best.
Edit: typos
(edited by pza.8024)
i’d be fine with it, if grenades could be used as a damage source as main effect without grenadier. grenadier could increase a secondary effect of the greneades like the AoE effect, the range, or any proc that would serve a certain purpose, like say, blindness proc with cooldown, something you dont HAVE to have, but would be nice to. currently it’s just a HAVE to.
TL;DR: is medkit usable as best healing skill anywhere?
I’m facing reality right now:
Healing turret is our non-plus-ultra heal atm. it got the highest heal output of all our skills, and it serves as an awesome groupheal with its low cooldown waterfields and splashheal. well, it’s application is in high contrast to how a turret should work like – at least from a noobs perspective. i’m not saying this should change – it could.
Elixir H is probably most useful in a HGH build, which currently is… “less common”, but at least existing. so it got it’s niche.
Now MedKit is quite uncommon and most people laugh at it. arguments saying it gives best burst heal since you can throw 9 packs on the ground before picking them up when you need them, are IMHO quite stupid, because i never faced a situation where you had a whole minute of spare time to spam the floor with those packs. and even if you had, the use of a “burst heal” is quite overrated in comparison to the steady, more efficient heal of the turret.
so what could be the real use of medkit?
edit: oh i forgot to mention AED, but yeah. you know. it got it’s uses i believe. no idea
take a look at this. i created it in order to handle such traits like grenadier and other musthave-or-useless traits for skills.
in the special case of grenadier i’d suggest:
- make the main reason of the kit be the ranged application of chill, poison and blindness
- make the trait increase the secondary effects of the kit: condition damage (bleeding), vulnerability, direct damage.
the additional granade serves exactly this purpose, but since the current main reason to use grenades is NOT to apply firstmentioned conditions, the whole trait is screwed. right now, the first reason to use this kit is the application of ranged aoe damage and the other random effects it provides. so the trait is just increasing the value of the skill, turning it into a musthave for any grenade-build.
oh, and to all of the people demanding stuff with a RNG like “chance of blast finisher” and “chance to throw extra granades”…. these are NEVER good ideas.
(edited by pza.8024)
hey teldo, big fan of yours here. i’m looking forward to see a commentary on thumper turret combo with bomb kit. it’s quite nice in wvw teamroaming and a lot of fun. i’m running bomb/nade/tools since a year and sometimes exchange nades/toolkit for that extra 15 stacks of might or 12s of invis.
Hello there,
In this thread i’ll be trying to provide a general idea of how traits could work. The main aspect is the balance between chosing and not chosing a certain trait.
The postulated Paradigms:
- A skill is considered to be useful, if it offers enough reason to use it without the need of a trait.
- A trait is considered to be useful, if it offers enough reason to use it
- A trait reduces build variety if it increases the main aspect of a skill.
Here’s the effect:
A skill that has a focus on dealing damage (that means any secondary effect of this skills doesnt offer enough reason to use that skill) should not have a trait increasing that damage any further. This would render the skill useless without the trait – or the trait useless. If the trait adds an additional, reasonable effect, it suddently becomes optional and therefore increases potential build variety.
Let me give you some practical examples:
Example 1:
Skill A deals damage in AoE and causes condition X.
Trait B increases that damage.
Trait C increases the effect of condition X.
Trait D adds a condition Y.
- If the damage is the main argument for using the skill, trait B becomes a must have. Trait C becomes useless.
- If the damage dealt is secondary, but the condition is the thing the player is aiming for, Trait B becomes useless and Trait C a musthave.
- If Trait D adds a condition useful enough to be traited, it would serve purpose in both of the cases.
Example 2:
Skill A stuns enemy in a range of X.
Trait B increases that range by Y.
- If this range is crucial to a build (read: if this is the main aspect of the skill), trait B will become a musthave and therefore kills build variety.
- If the range isn’t crucial, trait B becomes useless.
I want these paradigms to be discussed. You can also write down new example traits or argue about traits that currently don’t follow these paradigms and work or don’t work.
Note that these paradigms do not intend to BALANCE traits, but sure to increase BUILD VARIETY.
yes. i agree. i already mentioned it somewhere that espacially the bombs-on-evade trait is very VERY unhelpful. You’ll get punished for dodging and can’t even choose not to equip this trait, since it’s a minor trait. someone then said he liked the trait to push his damage over the cliff. which is not a valuable argument imo, since the effect of not beeing allowed to dodge while stealthed ruins the fun way more than not having like 5% more damage output.
i DISLIKE bombs-on-evade SO MUCH!
nice little asura you got there. i’m pretty sure he’s able to make alot of monsters have a bad day
i’m really sorry to say, but turrets ain’t no real turrets at this state of the game. and there seems to be no effort in ever turning them into turrets.
for example there’s the healing turret, which applies a big instant healing when deployed and should best be overcharged instantly to gain an additional area healing. when doing this you’ll apply a waterfield which should best be used by exploding that same turret right away in that small time gap of that waterfield, this causing additional healing.
what did you get? an instantly exploding turret after creation. wow.
same applies to thumper turret, which can be instantly exploded for a total of 3 blast combo finishers, which is actually pretty powerful, but nowhere near of what you think a turret would work like.
turrets in this game are like instant spells that require several clicks and the ability to press buttons in the right order. (deploy -> overcharge -> explode)
If you’re ok with that, you’ll soon accept it as it is, but that requires thinking outside the box.
(edited by pza.8024)
Or they could give me a potion to let me grow a third eye out of my forehead to watch that status bar, while my left eye watches the enemy’s animations and my right eye looks at the minimap.
sorry to say, but you’re dead. you didnt see that fear aoe on the floor and ran screaming down the cliff.
@lakdav: my post is also referring to the pvp part of wvw, but thanks for adding my exact feelings about pve aswell. especially the way bosses with their superskills work: 5 stacks defiance and once you manage to interrupt, they will just stand up and activate the skill anyway. why should anyone ever bother to take away the defiance stacks and interrupt? never seen any pug saying “we need to get these defiance stacks down, so that we can interrupt his best skill!”
a solution to this could be a real cooldown for boss-skills. i believe this would help to change the currently welldiscussed DPS-meta.
i know it doesn’t help… but please, PLEASE! help us loving our interrupts again.
I’m trying to be constructive, but i’ll the community’s help on this, too. let’s get on to solving the problem:
some ideas:
- activation times could be increased on certain skills. especially highly rewarding group support skills that can be activated on the move could have that. of course they could be buffed in a different way, like giving better effects.
- a symbol with an activation timebar could be added to your target. i know the argument of arenanet is “we want you to see the animation of activation” but you need to keep watching the enemy’s statusbar anyway, due to stability – and your own of course.
- a really well visible animation, like fiery aura or confusion, for stability. i would wish the same for blindness and retaliation too, but that’s a different topic. you wouldnt need to stare at the status bar, which arenanet doesnt want anyway and hinders you from seeing the enemie’s animation.
- reduction of “useless” animations like explosions that do nothing but damage. this would help seeing the animations of the enemies. this could be added as a togglable “option” for the players especially in WvW which have to handle with animations slowing down their hardware, anyway.
- skills that remove specific kind of boons on the enemy, especially stability. there are few counters to stability and all of them involve the removal of all other boons applied after stability. since stability is incredible strong i feel this could be better counterplayed by adding additional stability removal.
- i can see the cooldowns of interrupting skills going up along with one or more of those changes, in order to balance them. I don’t want a CC-Meta either.
that’s alot of text for the moment. greetings from elona reach
(edited by pza.8024)
Hello there,
I’ll give you some of my recent thoughts on general gameplay in terms of casting times and interupt.
[TL;DR]: Skillful Interrupts are too difficult and not rewarding, random interrupt spam the way to go -> no fun
I’ll keep the information gathered as simple as possible:
1. i’m an engineer player with about 1700 hrs of experience in wvw and pve only. I’m not saying i’m the best, but i’m definetly no noob either.
2. i invested alot of time and effort into Guildwars 1, too.
3. i know there are differences in style of gameplay between those two games, and i know people will shout “why are you comparing two completely different games!”. What I am comparing is reaction times and activation times, and the like. in those terms both games ARE comparable, because the player skill didn’t change.
So i noticed that the interrupting system right now is very clumsy. It’s way harder to interrupt a skill you’re looking for, especially when you’re not 1v1ing.
I made a comparison to Guildwars 1, where i LOVED playing rupting mesmers after that mesmer patch (god bless the devs that made that patch), in both pve and random arenas:
- Skills activated way longer than in GW1. I can remember there used to be 1/4, 3/4s, 1s, 2s, 3s and 5s activation times, where for me only skills with 1s or more were “manageable” to interrupt. interrupting 1s skills was doable only on days where i was really playing well, and not always. rupting 3/4s skills was a matter of luck.
- Skills in gw1 had an icon with a timer bar. This helped alot in saying whether you were successful in interrupting or not, and WHAT you did interrupt. if you dont know every skill of every class and their animation and just see “interrupt” on the screen, it’s really hard to feel like “yeah, i’m proud of myself, i managed to keep him from doing xy!” This is something i really miss – although i already have quite some experience in GW2. Especially in situations where you’re not seeing your opponent (because he’s behind you) or when there are more than two players on the field, the heavy amount of effects do also hinder the sight. this is where, for example, asuras have a big advantage. their animations are way harder to tell, since they’re less visible in all the explosions and effects.
- uninterruptable effects: I know the variety of interrupting effects are bigger than in GW1 (knockback, knockdown, stun… ), interruption itself did get more random due to interruption mitigation like stability, dodging and stunbreakers. In gw1 you had like only one mesmer skill that kept you from beeing interrupted i believe.
All this makes skillful gameplay more difficult than ever, random interruption more rewarding and less fun.
As a skillful player you must (both in GW1 and GW2):
- keep an eye on all enemies on screen
- know your cooldowns
- know effects of all your opponents skills
- know their cooldowns
- know what to interrupt
Additionally in GW2 you need to
- know if their stability is up or not
- know the animations and recognize them in time (less than 1/4s + your skill itself has 1/4 activation time + eventually time before it hits +1/4s reaction time (which is extraordinary) )
- activate your interrupting skill in a way it hits (Engi Shield Throw for example)
- keep moving
- keep all surrounding friendly and enemy AoE effects in mind
In short: when i’m not playing 1v1 i find it impossible to even try to interrupt players doing something. Every build i know that use CC, like hambows, plex engis, etc rely on mostly permastun and any sort of spike, either condition or direct damage – never on targeted interrupts which they COULD used be for.
solving the problem on Posting #2
(edited by pza.8024)
No it is also 420 ms out of combat while swiftness is 400 out of combat. It seems like 420 ms is generally ms-cap.
where did you get this from?
Here is the proposal I believe we are making, please discuss and let me know if anything should be added or removed. Note many of us have read the thread internally and thus there has already been valuable impact.
Our Horizontal Progression Proposal
The Reward and Associated Journey
- QOL: More customization options regarding our armor and weapons. (Things that came up in this regard were: pattern dyes, texture options (other types of wood and different metal polishes), customizeable features like long sleeves vs short sleeves, emblem design.
I know my topic doesn’t quite fit to this quote, but it reminded me strongly of something that has been in the air for so very long. I myself would wish a system that allowed you to save your build, your item compostion or even both at once. this could be either saved as a code on your local machine or like a dropdown menu in your character screen, where you could add your favourite builds.
i could even imagine a system where the number of builds/item compostions you could save was limited but could be expanded by spending a few gems.
i feel with you. i noticed a large increase in aggro once i started playing my tanky condition engi (was playing guardian before). and i play her ALOT. Also, my whole guild says all medium armor characters have that tendency, but for myself i only noticed this on engineer, though i neither played thief nor ranger that much to really be sure, to be honest.
if you want to have an advantage over the enemy, pick asura. their animations are the hardest to tell imo. also you’ll be wearing a less huge hobosack disgracing your screen.
aside from that, humans got the best looks.
why would this “certainly increase build diversity”? you stated yourself that you wouldnt take an elite if you had a better fitting utility. this is how most people think. noone would ever think of taking mortars ever again…^^
“moar skills” don’t contribute to effectiveness, unless the additional skills are more effective than the existing ones. as for this, the existing skills wouldn’t suddently become any better, leaving them subpar to other skills and therefore ignored.
mortar’s currently only use is to outrange stationary targets in areas without roof and in builds without grenadier but with the “Elite Supplies”-trait. i can’t think of an example right now.
thanks for the screenshots. i had in mind they each hit for like 500… or 1000 with zerkers gear
what’s your attitude towards splitting up skills into pve/wvw versions like it happened alot in gw1? Just changing numbers would help balance alot and open up alot of builds. mechanics could stay.
yeah it should. from a logic point of view. but not anet’s.
creating bombs on dodge rolls is a pain. seriously. there’s no build that would chose this trait on purpose.
yeah, it breaks stealth when you dodge infight. that’s huge in WvW, since you’re the only one that’ll become visible when dodgerolling invisibly through a highly attacked door, resulting in you beeing the focus for the whole enemy zerg.
please please adress this issue. i’d love to see it changed for like “doesnt lay bombs when you’re stealthed” or just get a brand new effect, since this one is really unnecessary.
every activation time listed in the tooltip is, like the name says activation time, read the time for a skill to become active. there’s always a “deactivation time” (also called aftercast delay) which is not listed. it’s purpose is to determinate the attack speed of each skill.
the activation time is not the time between two activations of a skill.
usually hits between 15-25k damage
vid or screenshot or it didnt happen.
nope, condition damage beats crit damage in 90% of pve-cases, where u don’t have enough cit chance for it to become relevant. engi’s bomb and nade builds focus so much on condition, and these are THE pve builds. also, condition damage works best vs hard bosses and longlasting enemies, which are in 95% of the cases the enemies you should spec for.
superior sigil of renewal: http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Renewal
1) does that work on kitswap like everything else does? (just to make sure)
2) what’s the cooldown, if there’s one?
worst thing is ranger axe 1 bouncing off of yellow or white creatures, kittening trees in tixx workshop, or even dead bodies of already beaten enemies, instead of REAL threats.
just because of MAJOR bugs like these, which EVERYONE notices, this game still looks beta. so much of a shame.
smoke combo field + blast combo finisher
this should give 3 seconds of invisibility for each finisher.
i tried it with my engineer, since i like to play on high skillevel and would like to use this for my new build. but i came across a strange bug, that looked like this:
- smokefield from smoke bomb + detonate shield = gave me expected 3 seconds of invisibility.
- smokefield + big ol’ bomb = gave me expected 3 seconds of invis.
- smokefield + big ol bomb AND detonate shield = gave me ONLY 3 seconds of invisibility TOO! Instead of expected 6 seconds.
- adding further combofinishers DID further increase the invisibility of invisibility, although minus 3 seconds (3 finishers gave me 6 seconds, 4 finsihers gave me 9 seconds, 5 finishers gave me >10 seconds)
this was tested many many times, and counting the “invisible” combo-popups, i can guarantee the number of finishers triggering in the smoke field.
since the missing duration bonus to invisibilty from the second blast finisher is crucial to my build i decided to write this report for further investigation on your side. if you need further information about which finishers i used, please feel free to respond.
(edited by pza.8024)
That said, Im not arbitrarily shooting down a new idea. I am very much in favor of pza’s idea because it seems to solve both ends of the issue.
i’m confident that upvoting good ideas increases the chance of them beeing perceived by jon or anyone else who could throw this idea in anet’s balancing meetings.