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The loot system in EotM should be overhauled go to the winners of the match. Doing a set of achievements per match would decide the minimum level of participation needed to get credit. Farmers can go back to Queensdale/Frostgorge.
Ive suggested something like this before, swap arcing slice with rush (and make it a blast finisher), and rework rush to work as a 1000-range leap that has the warrior stab the ground at the end, creating a small fire field + burst damage.
I think barrage should be a two phase attack, where pressing the attack again while channeling causes your char to leap-roll back like the ele fire staff skill.
Been trying alternate D/D builds that don’t involve Cantrips or Water/Arcane and came across and interesting one.
I run something close to this ideal:
What’s interesting is that fire shield counts as an aura , which Im not sure has always been the case? But that gives you high uptime on fury/swiftness/protection when you pop a signet (and occasional aegis if you run resistance runes), burns proc blindness and tick for a respectable 500-550 or so. Combining generosity + purity + water signet give plenty of condi mitigation.
There might be some serious room for improvement too, I think you could probably run glassier to good effect. Flame legion runes might be really good, a lot of rune sets could work.
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I wonder if it would be viable to make Vital Shot put 4 stacks of vuln (remove the bleed), and remove the vuln on Body Shot and replace it with 3 stacks of bleed.
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If you need an escape bring JI, Sw, GS, and traveler runes. If your a norn bring the snow leopard elite since guard racials are meh
If it was that simple you’d see alot more meditation guards in the wild, but good luck finding them outside of the Obsidian Sanctum dueling area :p
The reward system needs an overhaul and depend primarily on winning the match.
Meditation guardian is great fun if get in the fights you want to get in, but the ease of getting zerged makes it almost not worth it.
What if guardian got an elite/utility that was a cross between Necro’s Flesh Wurm and Thief’s Shadow Trap? Somekind of consecration that creates a destructable totem/shrine that the Guard can set up in advance to teleport to in case things go south?
3+4 would be fun, but 3 would be best if only one of the two were chosen. Mesmer has a severe lacking of AOE damage.
The entire reward system of EotM needs to be overhauled. Entering an overflow should get you a set of achievements to do for that overflow, and rewards get mailed when the match finishes based on how well that overflow did and based on your overall participation. And to counter potential blowouts. the outnumbered mechanics needs to be hugely buffed.
Well, hybrid sw/wh + gs trapper build was viable prior to the patch, but it used perplexity runes. 2/6/6/0/0 , not sure how well it would work with the rune set nerfed.
I had optimism for EotM, some of the basic ideas for it were really good (such as pooling the servers by colors). In the end its still a colossal failure though. Devon should step down and someone else at Anet should take charge of WvW development.
The worst offenders are usually Warriors. At least with Thieves, if they run/give up its usually within the first 30s of the fight. It can take over a minute to wittle down a Warrior’s health before they baby-mode it and twirl away with their GS. As for Mesmers, they are usually easy to chase.
The proposed fix I always liked was to require the warrior to be within 450-600 range of his target for healing signet to tick fully.
If you are running d/p shadow arts, the solution is really simple. Switch your heal to withdraw and start running with centaur runes. The old 2/6/6 or 0/6/6/2 work.
Actually, he has. Flippers reduce the spread between buy and sell — which improves matters for casual market participants. There are lots of people who are impatient about buying and selling; flippers (and speculators, in a different context) provide liquidity.
Lets assume everything you buy on the tp is account bound and this eliminates flippers and speculators from the game (which it wouldnt because they can still alter the item by crafting or salvaging it).
What would happen to items, whose supply is higher than demand? Their prices would inevitably go down to vendor value. Is that something you want and think is beneficial to the game?
If the downside to an account bound tp is slower buying/selling and cheap goods and slight vendor inflation, that doesn’t sound ‘devastating’ to me. I could see people preferring it that way. I know I had a fun time trying out the cheap runes/sigils after the patch hit, and Im more likely to experiment on builds if the cost is low. I could see an issue emerging with players that “resource farm” not being able to get immediate liquidity, but the only such farm that exists in the game is Karka Shell farming and on the whole is completely unviable thanks to DR mechanics.
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This is why the tp should have been designed to have all bought items be account bound from the beginning.
Seriously though, I’ve never seen a compelling argument that making TP items account bound would be anything but devastatingly bad for this game and its players. There are of course many biases in any setting, especially a forum setting, but you know that my goal is to make the best possible game.
I’ve never seen Mr. Smith outline exactly why account bound TP would be “devastatingly” bad for the game and its players either.
This is why the tp should have been designed to have all bought items be account bound from the beginning.
But in a sub based MMORPG, they ask this question.
“How can we make the game better month by month so people dont leave?”
Sub-based mmos also like throw in a giant helping of “How can we make cancelling a subscription as annoying and inconvenient as possible so people dont leave?”.
The better option would simply be to allow us to salvage Karma/WvW Gear but have it only give back Runes and not other materials.
I wish they would do this. It also would be nice if we could pop out sigils freely from legendary gear.
I mainly do wvw but it works in spvp (not sure if better than spirits in spvp though)
spvp version:
http://gw2skills.net/editor/?vMAQNAsfVjEq0xaLL2sw1ago9gTm/8vCp39AVdCAF8oC-TsAAyCsIyRljLHTOycs5MEZRwkAA
wvw version:
http://gw2skills.net/editor/?vMAQNAsfVjEq0xaLLGsQ1ago9gTm/8vCp39AVdCAF8oC-z0BBYjCikIAEBRMRtIaslPFRjVVjIqWlEjQAL2CA-w
the 10pts and runes are really flexible though, you could take 10 in power with spiders + pet condi duration (or take the sharpening stone trait), 10 in precision with cats and + crit damage on pets, or 10 pts in beastmaster with mighty swap, dogs and might runes + sigils.
Generally might stacking/condi runes seem best but speed runes might also be good.
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I run a support guardian with a build designed ENTIRELY to cleanse conditions.
Ironically I can face multiple berserkers at the time but a single proper terrormancer will make me kitten bricks.
Thats the way it should be ideally.
Berserker should counter condi
Condi counter bunker
Bunker counter zerker
The difference between GW2 Rangers and LOTR Rangers/Elves is that the ones in LOTR aren’t stupid enough to run around with an idiot pet :p
Put together a hybrid build using these two GM traits and you make one tough son of a, well you know. Celestial is good (key is to incorporate as much vitality as reasonably possible). Traits/runes and the other 2 pts Im undecided on however. Using SB + SW and Torch
get two stacking sigils.
Put one on your water weapon. Get an extra w/e weapon. Swap your w/e weapon and the water weapon will prevent your sigil stacks from dropping.
This seems like a workaround that will be fixed someday.
You have to buy the upgrade remover from the gemstore now.
The only item in the game where this would be worth it might be sigil of generosity or an expensive agony infusion. By transmuting the breakeven point was only around 2-3g :/
Why cant they just make it so you can salvage anything, but some items not provide ectos/dark matter etc…
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Will there be a fix for this in the future? If you had a somewhat pricy rune set in many cases it was cheaper to transmute than to buy a new set if your armor wasn’t salvageable. New system throws that away and the upgrade extractor just isnt worth the gem cost.
The time-slicing solution is the best one imo. That would at least ensure fair matchups at all times.
A more complicated solution that could work is to change the capping mechanics so that decapping becomes possible on ppt earning points, but to cap you need to supply a resource only available from player kills or from limited non-ppt objectives when players aren’t available to kill.
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I think op is overthinking things. A few classes have too little condition removal options (Ranger), and a few classes have poorly designed condition mitigation (Engineer/Elementalist with diamondskin/automated response). On the flip side some classes have too much condition pressure, namely Necro/Warrior and Engineer to a degree, and in some cases Perplexity runes throw things out of whack.
The April 15 patch seems like it will be addressing a good chunk of the issues.
Well SA should probably get nerfed to avoid endless trolling. For the rest. thieves are fine. Its rly just that regen in stealth trait that is broken not because its OP but because its troll.
The issue is less with SA and more with comboing D/P + SA
Skullcrack warrior will probably rocket up to the #1 cheesiest build in WvW after the april 15th patch, so yeah making a mace build will probably be worth it.
Swap Rush and Arcing Slice. Rework Rush into a long-range ground targeted mobility leap with a pbaoe fire field at the end, that consumes adrenaline. Make Arcing Slice a blast finisher. There, GS fixed.
Mesmer is the only class that can function reasonably well in all game modes with pure range. If you think about it, the only melee weapon the class even really has is the 1h sword. It’s also the only class in the game that can reliably kite.
The issue about the Automated Response change is that it isn’t thought out very well. Outside of sPvP you will be able to combo food and runes to have a buffed version of the old Automated Response. A similar change to Diamond Skin would have the same effect.
A better change would be to have a bubble encase the char when hit in the right health threshold that blocks a number of incoming conditions before it pops, with a reasonable cooldown.
I am toying with the idea of both using Balthazar and the new Trickery Bewildering trait. I did use Balthazar for a bit in current form in my condition build and it was not that difficult to withdraw IN to your foes.
I still think it’s stupid that on-heal procs dont go off until after the heal is over.
The only nerf it could use is reducing the range, down to 900 or even 600.
Condition damage
Power
Toughness
Best solution to end PvD is to outright change the capping mechanics. Must decap points first, and to get a ppt-earning-point to a capped state (and the reward), require players to supply a resource that can only be gotten via player kills or limited objectives (borderland bloodlust). This would also solve night capping and karma training.
There is a reason some people call this game Guild Warrior 2 now. And the bigger the bandwagon, the more likely that any nerfs the class gets will just be wrist-slaps.
Meh, pales in comparison to SaB
Im not sure about sPvP, but I think the end result in WvW will be thieves falling out of favor unless they go p/d, a decent rise in hybrid builds, and stun-cheese Mace/shield Warriors + hybrid Mesmers becoming the apex classes for roaming (though the zerg meta wont change).
Outside of sPvP the Automated Response change is a borderline buff because you can combo food and runes to still get the -100% duration. Even though Diamond Skin is a BS trait as it is, making it -50% condition duration while above 75% health would be ridiculously overpowered.
What they should do with these traits is to make a bubble that pops up when struck in the HP threshold that blocks x incoming conditions before popping, with a reasonable 10-15s CD.
And then after nerfing direct damage, anet will nerf conditions, leaving only bunkers sitting out there hitting eachother with wet noodles and the only combat that will get anywhere will be zerging.
Since mainhand legendaries’ footstep effects always override the offhand there isn’t much reason to put effects on legendaries that are strictly offhand. Howler seems to be a minor exception.
The closest thing to abuse I see is on d/p thieves and mesmers letting phantasms do their work. If the stealth system was so OP why do I see thieves/mesmers die all the time?
I think it would be cool if you could pay to transmute multiple skins onto a set of gear, and then freely be able to switch between the skins you put on the single pieces of gear.
You can mix apothecary and dire on p/d for good effect. But healing power is only useful if you take the Regen (boon) on stealth trait (in addition to at least another healing trait). The only reasonable scaling that stat has is with the boon.
Im not so sure, since the crit nerf will make x/30/30/x/x hidden killer builds a lot less appealing, and swap sigils only work in combat. I think people might start QQing more about other classes like Mesmer.
Bewildering Ambush makes me think Perplexity runes are going to be nerfed hard , and the devs didn’t want to totally destroy some perplexity builds.