Showing Posts For raubvogel.5071:

Feature Build Balance Preview

in Profession Balance

Posted by: raubvogel.5071

raubvogel.5071

General
Why can’t #1 on every weapon be as potent as the warriors axe?

Warriors axe vs hammer in PVE
I’m using a berserker warrior. Having 90% crit chance and i’m doing 2000, 2000, 4000 via #1 (skill chain). If i use a hammer i will end up with 2000, 2000, 2000 however that hammer is two-handed, it’s bigger, it has a slower attack speed and the AA does nothing special. So the overall damage is lower whicht does not make sense to me.
The damage and the killspeed are rather the same. The axe chain skill #3 is doing a lot more damage (+1000). If the two-handed are having two slots it will pretty even.

PVE Suggestion bounce on ranged
Why can’t professions that use bows, pistols have a richocet/bounce chance on their 10 trait and a penetration on their 20 trait? It’s so sucking in PVE just hitting one target. However it should not been overdone. It is difficult enough to hit something if you have a berseker-thief with unload around. P/P unload may does 7k in 2s and is as nice as axe AA.

Warrior wishes
Whirling axe should also been improved. Improved means damage

The mace AA should also do more damage (AA chain skill #3) and the attack should be faster. Seeing that thing is annoying even with that little damage compared to axe. And from my pve pov remove the weakness and add vulnerability.

The healing signet idea

Healing Signet: Reduced the passive heal by 8%.

We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.

I would add +1000 up to +2000 to the active. I mean you don’t use it for the active you use it for the rather strong passive. So if this gets cut. It should be compensated. It could also been compensated giving regeneration on the active. Once it is nerfed to hard nobody will use it and switch to something better with a higher active heal.

Why is this change also made in PVE. I think most of the cry babies are in PVP.

The warriors GS
Nerf warrior GS #1 by removing vulnerability. Half the damage GS #3 does and allow moving. It’s strong enough and will be stronger if traited.

The warriors build diversity in PVE
From a build perspecitve, PVE warrior we are having 30, 25, 15 so there is no real build diversity in PVE. Maybe 30,X,Y,Z,30. So we are having that resource called adrenaline and we are rewarded for NOT using it. How about gain might for using adrenaline? Same trait line (power) on the 30.

The warriors rifle – needs improvement
Also rifle is frustrating as a warrior due to it’s single targeting, it’s damage. #1 should do more physical damage, #3 should have a lowered cool down, F1 half the reload. And a bounce would also been appreciated.

General overhaul the trait system
In general i would overhaul the trait system. I would add as i said bounce on the 10 trait, penetrating on the 20. +5 damage melee on 10, +5 damage ranged on 10, +10% crit on 20, things like +20% damage while health of foe is under 50% on the 30 so you have a standarized system. And those traits should be were they make sense. Ranged into precision, melee into power.

Ranger traps and traits
Ranger traps are currently in the precision trait line… Traps do not benefit form that it would make more sense if they were in the power line.

The new trait system
Another thing regarding traits: Lets assume i would like to use hammer as a berserker i don’t need those traits in the health, toughtness trait line since i’m having enough control.

So +5% damage to ALL melee weapons etc. in the power and so on.

Power vs condition vs control – Let US decide
Let us decide how much control we would like to use from that weapon (like hammer on the warrior or even mace). If we want power builds please accept it.

(edited by raubvogel.5071)

Please reconsider base-health values

in Profession Balance

Posted by: raubvogel.5071

raubvogel.5071

I haven’t died much with my necro due to its high health pool and the second life (death shroud).

However i died to much with my ele and thats one of the professions i think the health is wrong. But it’s getting better the more you play and the more you get better gear.

If you think your health is to low try armor or parts with toughtness and you will see the difference.

Sure the devs made their own lifes harder by giving different health pools. But sometimes also ours: Lets assume guardian and warrior play together both can’t use skills and are not buffed and what’s an instant death to the guardian → the warrior would survive it. I know that the guardian has a lot of support to avoid damage like blinding, shielding, etc. but in the end it will never be fair. If this is good, is up on ones individual mind.

It’s the same playing pistol/pistol engineer and thief. Lets assume we started lvl 10 and we benchmark and we benchmark again at lvl 80 (full berserker then). While the thief with his unload rules the engineer will not come close to the thiefs kill speed. That’s on of the reasons why a profession is played or not. Nobody wants to be the weak link. The challenge for the devs is to somehow balance it.

What i would do: I would transfer some life from necro to ele the rest is rather okay.

(edited by raubvogel.5071)

Berserker is not overpowered! (with math)

in Profession Balance

Posted by: raubvogel.5071

raubvogel.5071

Remove the hole stuff like berseker, kngith and create a celestial thing so everything is even.

GWO reviews the Wurm bosses

in The Origins of Madness

Posted by: raubvogel.5071

raubvogel.5071

I knew that the wurm won’t be something for me. So i let it commit suicide.

How to define bad content: Content that is done on a couple of “elite” servers where big guilds or communities organizes it.

(edited by raubvogel.5071)

Thanks for the Overflow fest!

in The Origins of Madness

Posted by: raubvogel.5071

raubvogel.5071

The problem is that on the home server due to the mass of people they most likely win while on the overflow you most likely loose due to not enough players. Tryed the puppet six times in an overflow and failed everytime.

But we can be happy. A while back that event simply would not appear on the overflow so we can try. However a compensation would be great. Scaling down of the foes, their mechanics, maybe a buff?

8% Healing Signet Nerf

in Warrior

Posted by: raubvogel.5071

raubvogel.5071

I like the uniqueness of that skill and it fits perfectly to a warrior. You are having a strong passive and as a tradeoff less heal on the active. That’s just fine and again unique….

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: raubvogel.5071

raubvogel.5071

Okay how about this: We increase the damage on foes from condition damage in PVE. So PVP/WVW are out of that. And it is defined by the creature and not the skill.

With that PVE might been fixed. What about WVW/PVP?

What effort is invested in a more profitable way? Reworking or debuffing foes for condition or separating the skills by gametype.

(edited by raubvogel.5071)

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: raubvogel.5071

raubvogel.5071

Yeah i didn’t take PVP into consideration so thanks for this.

In the end a separation of PVP/PVE/WVW should have been made from the start of the game since all of these game types are different and need to be balanced separately.

I would also say that every community would be more satisfied by that. I mean sooner or later the devs may agree.

(edited by raubvogel.5071)

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: raubvogel.5071

raubvogel.5071

The real problem is physical damage is rather unlimited while condition damage is rather limited (25 stacks of bleeding) or wasted. Creature has 5000 HP left while you do 5000 poison damage in 8s but a warrior is killing it in to 2s so 6s of your poison are wasted.

My solution for that is make condition damage stronger in time so higher condi dps. Result: It is much more difficult to get to those 25 stacks and there is an overall damage increase that is closer to berserker.

Skill X does 5000 damage in 10s -> 2500 in 2s.

(edited by raubvogel.5071)

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: raubvogel.5071

raubvogel.5071

I may not know how much work is required to change berserker. But is it worth that effort?
On one hand there should be no differences between PVP and PVE. On the other hand they are made… Standardization vs chaos. Should i be amused about the developers helplessness?

The game was built for zerker. PVE pov oc. And once you get to know the mechnic of foes and how to dodge them berserker is the best for you. Then this effective playing is becoming “meta” but “meta” does not require skill! Right, so we have to fix the meta in order for variety to “shift” it elsewhere

In the end of the day. Those who play zerk will stick to zerk because it will remain the best at least until condi gets buffed. Then a swap would make sense.

(edited by raubvogel.5071)

Should ascended weapons get a glow effect?

in Crafting

Posted by: raubvogel.5071

raubvogel.5071

great idea, add glow and particles

Should ascended weapons get a glow effect?

in Crafting

Posted by: raubvogel.5071

raubvogel.5071

Ascended weapons are having a color but they could and should also glow in that color.

I mean you level your crafting skills and you get (poor looking) pearl weapons and now you get those ascended weapons. It’s a lot of work to get there and it is not really valued to make it to 500. A glow would be appreciated.

Ele, Trident Air #1 misses sometimes

in Bugs: Game, Forum, Website

Posted by: raubvogel.5071

raubvogel.5071

Ele, Trident Air #1 (http://wiki.guildwars2.com/wiki/Forked_Lightning) misses sometimes. For example on mines and foes no matter the distance.

December 10th Elementalist changes

in Elementalist

Posted by: raubvogel.5071

raubvogel.5071

Feedback on the elementalist:

Trident. I don’t like underwater combat as an elementalist. Here are the reasons.
Fire #1 Does not explode fast enough
Fire #2 Damage is to low
Fire #5 Recast to high

Water #1 Add bounce between 3 targets

Lightning #1 Increase damage

Earth #1 Increase damage

Heal skills:
Glyph of elemental harmony: increase recast. Trade-off: gain all 4 boons
Ether renewal: get stability for 3,5s increase the heal per pulse
signet of restoration: increase the amount per cast

Other skills:
conjure fiery greatsword: why is it castable underwater?
glyp of elementals: recast maybe 90s w/o trait

Radius on skills:
Standardize it: make the radius on all skills the same 180 untraited 240 traited

pve perspective

(edited by raubvogel.5071)

December 10th Elementalist changes

in Elementalist

Posted by: raubvogel.5071

raubvogel.5071

Why is lava font having a 120 circle? I thought everything was updated to 180 and traited 240? Like the guardians symbol of wrath…

http://wiki.guildwars2.com/wiki/Symbol_of_Wrath
http://wiki.guildwars2.com/wiki/Lava_Font

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

Mark of Blood deals decent damage, but if you want the minions to die faster, just don’t use it. The lost damage should be made up for the more rapid death nova procs. A better idea is to use Mark of Blood before the minions close, then swap to your other weapon set. That way, you don’t have a dead skill.

Usually, though, the minions die fast enough for Mark of Blood to not change much. If they do stay up longer, it means they get another few hits in before going boom. More damage is more damage.

I don’t think it does decent damage. What it does is applying regeneration in a superior way but who benefits from it? Minions, other players and yourself. Who benefits from it the most time. If you play allone: your minions and you. If you play in group with melee professions: those who are in melee. So how often are we necromancer in melee with a staff?

And here is why i think that the damage is not decent. Let’s assume you play with carrion and your mark of blood does 200 physical 2000 bleeding to five foes in 8s. Those 2k damage are one and a half hits of an axe warrior AA on 3 targets so the axe warrior will kill much faster.

As a necromancer you activate a lots of skills while having a rather slow okay poor kill speed. I would not have a problem with condition damage if the kill speed was a bit closer to warrior or guardian. But instead you launch this and that and you won’t get really further. I mean i bomb my minions for 800 and everything is so slow for the things i’ve pressed. It’s annoying and frustrating. Whats the point in applying and applying bleeding, poison for 10k damage if you have to wait 15s for that while the creature has 1k left and dies with a single hit. Having 9k wasted. So in my opinion the condition damage in general should be higher on a lower time frame. This should also fix reaching the maximum of stacks.

instead of:
200 physical and 2000 bleeding on 8s
something like this
200 physical and 2000 bleeding on 2s (How long does a melee take for that damage?)

That would be cool. Okay if you like to see a foe suffering over time and you don’t care about efficiency then probably not.

I’m switching to elementalist. Hope that is more rewarding.

(edited by raubvogel.5071)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

Does spite IX +30% minion damage work? The minion skills are not updated when selected… while VII +10% on marks are updating

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

I don’t think that the staff is so supportive. It has its regen on it and thats basically it. It should do AOE but lacks in physical. Its sad to see how damage is wasted. Its like having 5min bleeding on a foe which does 10000k damage and the creature has 1000k left so 9000 is wasted… Not to mention objects etc.

Why can’t players decide based on their equipment if they roll phys or condi?

I could create a staff with both damage multipliers e. g. 0,5 physicial and 0,85 condition. Those who choose berserker get the physical damage up and these folks who like condition use their set. If you mix it up you get it mixed.

And regarding to the don’t use mark of blood. Great suggestion. The damage is already pretty poor so there is nothing left…

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

I don’t like mark of blood. Since I’m playing with minions it’s healing my minions while i’m using death nova for further damage…

As mark of blood is know it is rather useless for the necromancer himself. If you want your minions to die and if you play without minions you most likely will not get any of its healing-regeneration benefits. So my suggestion is to add physical damage and remove the heal. That regeneration could be added to the dagger #2 so if you are in melee you got some great support rather then that boring dagger #2 skill.

On the trait: Reanimator -> This minion could be turned into a suicide minion which moves and explodes on the targeted foe.

Flesh golem: I hate that i can’t take it underwater and i can’t do anything about it that it dies. So a remove of the recharge while it dies due to diving would be nice.
Flesh golem: Charge: Recast 30s? Or maybe 20s since we do not have that much cc.

Minions in general: Since they do not much damage why do they hit only one target. It would be cool to have them attack 3 targets.

Spear skills:
#1: Should attack 3 targets
#2: Should follow like the warriors one.
#3: More damage and/or heal

Trident skills:
#1: More physical damage
#3: Add physical damage

(edited by raubvogel.5071)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

Signet of the locust could add stability for 8s on activation… a lot of people are using it in pve already. Recharge like 20s and remove the damage stuff.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

A speed buff on minions would be great (+25%). Sometimes the just stand nearby you without attacking and that speed buff would compensate that. Also an overview of your minions with their status would be great.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

Since i am on staff right now. Here’s another thing: Marks should work on obejcts and worldbosses as well. I mean its frustrating and a huge damage loss.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

I’m not using DS. It’s too boring due to it skills. I’m just using it in order to survive.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

Can the staff skills recharge even more reduced? Even traited it’s more waiting for skills rather then using them.

My wish on reduction incl. trait: #3: 8-12s #4: 12-14s #5: 30s torment would make sense on this one.

Again PVE pov.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

A stun breaker or two on a lower recast (20s) would be great. That giant jungle worm is annoying me.

Better balancing on skills that do physical and condition damage rather then focusing extremly on condition. For example: Mark of blood 100 physical and 2000 bleeding -> 400 physical and 1000 bleeding. This would allow us players how we want our necromancer by choosing our gear, weapons, etc.

(edited by raubvogel.5071)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

skills:

plague -> reload is to high. maybe 90s would be better.
well of suffering: reload is to high, damage rather low, boon conversion rather useless in pve. → lower the reload or increas the damage maybe add poison or other condition damage and remove conversion

(edited by raubvogel.5071)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

skills:
spinal shivers: rather useless in pve. A higher base damage would be great. Maybe an aoe.
reapers touch: either more damage or more heal

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

Skills:
locust swarm: remove cripple add and stability 10s
life siphon: either increase the damage or the life transfered. However halve the skills animation time.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

Spear auto should also attack 3 targets.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: raubvogel.5071

raubvogel.5071

From my pve perspective:

I’d recommend an increase of at least 25% – 50% in physical damage on every skill on every weapon. Or lower the recast of the two wells that do damage.

I’d also like to see that the auto-attack hits more targets especially for scepter and axe. Maybe even on dagger since we are a magical profession.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: raubvogel.5071

raubvogel.5071

Well +25 speed could be passivly on every elite skill. That would make it fair and the term elite skill gets a new value.

December 10th Warrior Changes

in Warrior

Posted by: raubvogel.5071

raubvogel.5071

The fact that matters is what happens to those who use the hammer but do not use this trait combination (see #1). The nerf for those is even bigger.

What if the reduced damage is moved to the other non cc skills? The slow animation and attack speed should be compensated with powerful attacks.

December 10th Warrior Changes

in Warrior

Posted by: raubvogel.5071

raubvogel.5071

If the hammer is too strong in PVP (due to CC) why not optimize it there and leave it as is in PVE?

December 10th Balance update

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

Jon, is there a way to get auto attack on grenade kit (skill #1)?

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: raubvogel.5071

raubvogel.5071

Guardian:
Zeal XII – Kindled Zeal. Increased conversion from 10% to 13%.
Rather useless since we naturally apply fire damage only. I’d prefer fire damage with a chance of 33% on a critical hit. Or everytime you set a foe on fire u also apply bleeding, poison torment etc. Cooldown 15s e. g….

Zeal VII – Zealous Blade. This trait now scales with Healing power (2%.)
The healing and scaling with healing power is and will be rather useless. I’d prefer a +10% damage instead.

Or make this trait
Radiance X – Powerful blades. Increased damage from 5% to 10%.
applying for GS as well and leave the +5% on Zeal VII – Zealous Blade.

Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse
The problem with this is, that you have to stand for four long seconds in the circle to get the full buff while you want swiftness use to move. Dilemma! I’d change the skill into applaying swiftness and quickness+drawback and remove the symbols damage.

Warrior:
Hammer skills: I would increase the recast and leave the damage and control effects as they are.

Engineer:
Grenade kit: I’d like to see an auto attack at least on skill #1.

(edited by raubvogel.5071)

Grenade Kit autoattack? Please?

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

That wish is as old as the game. They couldn’t do it. And most likely the won’t bring it.

Try grens under water to have fun and less button smashing

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: raubvogel.5071

raubvogel.5071

Since the riposte change 25% to 50% i play a p/p thief. And therefore my feedback is regarding p/p only. What i think about the p/p skills by skil number:

  1. is ok. I’m not a fan of physical and condition damage on a skill but as i said it’s ok.
  2. the duration of vulnerability is too short. Either increase the time or remove it and add cc on it.
  3. This is my main skill. The damage could be tweaked maybe +10% or 20%. Or change it to 5 bullets with more damage and maybe with bleeding damage as well. The skill sometimes fails to hit in PVE group events where the creature dies faster then your bullets hit so your 8 bullets are often a waste. I would prefer something like the stealthed #1 burst skill without the bleeding.
  4. I don’t use this much it’s kind of useless in PVE
  5. Maybe OP but that OP is sometimes needed.

Since a thief does not support via boons. And stealth is rather useless. The thief should be the close and range damage king.

Bugs and Issues Compilation:

in Thief

Posted by: raubvogel.5071

raubvogel.5071

Is the range of Infiltrator’s Arrow correct? It looks/feels like 600 range even if the skill says 900.

Scaling on: Veteran risen chicken

in Dynamic Events

Posted by: raubvogel.5071

raubvogel.5071

Is the damage of veteran risen chicken right? Those shots are pretty imbalanced to me.

The Event is: Defeat the swarm of risen chickens
Wiki: http://wiki.guildwars2.com/wiki/Veteran_Giant_Risen_Chicken

(edited by raubvogel.5071)

Ranger GS vs Warrior GS - direct comparison

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

Keep in mind that the warrior is also able to have +20% crit all the time. You can’t really compare it even if you add the pets damage. And the pet may die, may run somewhere else.

So the theory is great – and i appreciate your effort – but ingame it is a huge difference.

(edited by raubvogel.5071)

How death should be

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

Why can’t their be a simple /kneel in this game as a death instead of that annoying downed system (button smashing, usually you can’t do much and die either) and less health/armor repair?

So my suggestion:
Your hp hit 0 you /kneel for 3 seconds and you can’t move and you are immortal for that time. Then hp return to max and you play again.

Advantages: Its easier, its less annoying, less punishing and a way more fair then the current punishing mechanisms (lower hp, repair).

This idea is meant for PvE.

(edited by raubvogel.5071)

Network Lag [Merged]

in Account & Technical Support

Posted by: raubvogel.5071

raubvogel.5071

5:27 pm germany. And it’s lagging. 5:40 i can play the story without any lags!

(edited by raubvogel.5071)

Network Lag [Merged]

in Account & Technical Support

Posted by: raubvogel.5071

raubvogel.5071

I’ve been having lag spikes during prime time for a while and recently I figured out that my ISP is throttling port 6112, a port used for several game services. If I force the client to use port 80 instead the lag goes away.

I posted the solution here if anyone is interested: http://www.reddit.com/r/Guildwars2/comments/19fnoj/if_youre_suffering_with_laglatency_issues_during/

That port thing doesn’t work and guesting also doesn’t do anything. Any solution for prime time lagging (starts usally 5/6 pm and ends 9/10 pm)

Network Lag [Merged]

in Account & Technical Support

Posted by: raubvogel.5071

raubvogel.5071

try switching yourself. may the luck be with you

Network Lag [Merged]

in Account & Technical Support

Posted by: raubvogel.5071

raubvogel.5071

switched to another server as a guest and that server works great (abbadons mouth -> Miller’s Sound). so far.

(edited by raubvogel.5071)

Network Lag [Merged]

in Account & Technical Support

Posted by: raubvogel.5071

raubvogel.5071

Abbadons mouth is lagging as hell.

The biggest problem with engineers...

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

Well they won’t change anything. It’s like paragon in gw 1

PLEASE fix the grenade kit

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

I’ll guess they didn’t put it in because a moving target won’t be hit and based on that people would start complaining on the grenade speed

Solution: auto-attack + faster speed + less damage if its to op

The biggest problem with engineers...

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

The biggest problem with engineers… is the developers inability to polish the profession

PLEASE fix the grenade kit

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

if you’ve selected a target it should be attacked automatically. if not you have to do manually. just like everywhere in that kitten game