900 range on Warhorn 1 is terrible
They need to swap Strider’s Defense with the trap trait. Really dont like choosing between that and sharpened edges (I want to take both)
So basically burn would only stack intensity if it comes from a new player source? I think that might work.
If Anet plans to leave things as-is with tweaks elsewhere, I think the problem is burn-cleaving. Stuff like Engie fire bomb and Warrior LB firefield, Ranger bonfire, Ele firebreath, etc.
Skills applying burn to multiple targets should be a no-no.
DF or DD 00666 full cantrips seems like it will be a staple roaming build. Rock solid + Diamondskin + CD-reduced Ether Renewal and you’ll be facerolling any and all condi specs, while still being decent at handling everything else.
Anet’s vision seems to be to make Thief a +1er only class when it comes to pvp.
Simplest way to make it interesting would just be to make it something like “Damage you deal and take is 50% more while under 50% health”. High risk/high reward
All I see this nonthrowable traps change doing is killing a fun and unique playstyle and build diversity. Maybe I’m wrong, and I’d love to find out that that’s the case come the update, but I’m not seeing it now.
Remember when you could send pets up walls and attack people far out? When pets were tanky and did a lot of damage if you specced them right? Anet devs are nothing but fun squashers when it comes to Ranger.
Warrior offhand mace and Guardian shield need work.
Yeah but with 100% boon duration CnD would stealth for 8 seconds and Decoy 12 (assuming proper traits). Do you really want that? I sure don’t.
Make stealth stack intensity and make the mechanic take off a stack every second. This would make it unaffected by boon duration, and have a nice side effect of making the stack count a timer so you can see exactly how many seconds of stealth you have.
I would change Predator’s Onslaught to make it so that it adds +33% duration to chill/cripple/immob , given that so many -33% duration traits exist and trait +condi duration is going to be gone from Marksmanship.
Gee, a class called Ranger has superior ranged weapon options? Who would have figured..
its a strong thing to have so you’d have to comprimise somewhere .
So just give traps manual detonation instead of auto-triggering but keep the ranged ground targeting. This would make Healing Spring work better since I think they are making it a trap.
The only thing we can hope for is if they somehow make it baseline and just didn’t put that in the notes. Otherwise it pretty much removes p/p as anything other than trash.
Since only one skill primarily benefits from Ricochet (Unload), to me it would make sense just to buff Unload to make it bounce.
PU Mesmers are going to be even more broken. GG Anet.
I also noticed that Trappers Respite was changed. So that awesome Withdraw + Trapper rune combo will never be possible, RIP. So much for trap Thief lol.
Well, cripple will no longer effect movement skills so they can add it to a bunch of skills to give the appearance of buffing things when they aren’t.
I think I liked the old Practiced Tolerance better :/
Dumb change. Ive never had interest in Aura sharing and still wont. Id rather see PA deleted and replaced with something else, and FE reinstated.
Thrown traps should be baseline, if only for the ability to position the traps.
It really depends on whether Trapper’s Defense is supposed to be selfish or not.
But I agree that something needs to be changed. For example, the 1s activation time being added to traps will make the baseline trait even worse for resing.
It’s also dumb that Ranger seems to have 2 res traits.
IF Healing Spring becomes a trap, a good change might be “Activate Healing Spring trap when at 33%HP or when you are reviving a downed ally, 60s CD”
Instead of reverting the RtL nerf I think introducing the same nerf to every other long range leap skill is a much better idea.
Yes, and I want them to go on double cooldown if they hit targets that are dodging/blocking too, because this makes as little sense for them as it does for our RtL.
Just change it so that the double CD only triggers when without a target. That provides an interesting challenge, if you ever played a class like Guardian which requires you to have that kind of positional awareness to use skills like JI as an escape.
RtL 15s with target and 30s without (and similar changes to all other movement skills) would be the best compromise.
Can someone explain why anyone think this is a good change?
I am looking through the thread and I see people mocking OP because they like the change, but they don’t explain why they like it.
Those are the people that play Warrior.
The problem with Mace/X is that it is completely outclassed by Hammer. I would buff offhand Mace to make it pair better with main hand Mace, by making Tremor work a lot more like Elementalist’s Magnetic Grasp (where hitting Tremor on your target gives you a leap to the target)
We’ll that’s just dandy. You wouldn’t happen to have a link for the Spec lines? I’m having trouble finding one..
Since the changes are not final and most likely to change, it’s debatable, but currently there are. Since they are for different purposes (WvW, PvE, PvP) from bunkering to zerking and disrupting – it’s hard to say which one would you prefer.
I think anything with Quick Draw has the potential to be amazing, particularly for LB + Melee builds. Swap to GS or Sword and you can Swoop or Hornet’s Sting twice with 3-4s downtime between abilities, and after you are done kiting switch back to LB and Rapid Fire twice with the same downtime.
At the very least, please let us display our text rank (e.g. silver raider) as a title Anet.
Well, some of the core specializations weren’t even implemented when they were revealed (Engineer was just a power point slide presentation). I would bet that there are still some months left.
Thief’s current hardest counter in WvW is a pack of Sick’em Longbow Rangers.
For 1v1’s the simplest way is to take a bunker build and laugh while you waltz to your zerg or a friendly camp/tower/keep.
I think those buffs were a neat gameplay element, like stacking sigils, they introduced the idea of “leveling” your character for the duration of a gameplay session and with it introduced more risk and reward elements (because death reset the buffs, it alters how people play).
The same way getting (and keeping) the buffs was satisfying, it was also satisfying to kill fully stacked players.
Removal of these elements will just make WvW more shallow, and if they keep doing stuff like this, nothing will be left but a mindless zergblobbing husk :/
If Silverwastes was an xpac then maybe they wouldn’t have made the luminescent armor purposefully ugly :/
I think such a change would just make the game more shallow. In WvW for example, stealth chaining enables thieves to have a unique play style of scouting/tower backcapping, picking off stragglers etc, which compensates for their lack of zerg viability.
Maybe such a change would have worked before other classes got skills that cause reveal (sickem, etc) and before the ini-on-stealth trait got changed, but now I dont think so. In WvW it would just encourage more zerging, clumping into gank squads, and reduce role-based game play even more.
Wasn’t evasive purity once a GM trait that did more? Maybe combine it with EB and make it GM again, something like “Remove cripple/poison/blind on dodge and transfer 2 conditions to your pet on dodge, 10s CD”.
I think it will be more likely that Ele gets an F5 the same way Chronomancer gets one, and maybe stances as Tempest utilities.
Only go for ascended trinkets if you want celestial stats, but I would wait or make-do with mixed exotic trinkets until the specialization patch because stats will be distributed off of traits to gear.
RIP might stacking for Thief when the specialization changes hit.
Two ways to salvage EotM:
1) Make it a real open world PvP mode by having the rewards go to the winners that participated (and remove/nerf the rewards gotten from zerg training). This would cause the PVEers to cry though.
2) Spice it up instead, by adding EotM exclusive siege and gameplay mechanics that lets solo/small groups have fun disrupting the zergs (.ie a “fear wall” trap that can be set like stealth traps). Also add a world boss event that occurs at the end of the 3hr matchups, but only one side can claim victory against it as all three sides can fight and attempt to thrwart each other.
That siege would be great in somekind of instanced PvP mode where you have set number of attackers and defenders.
Regular WvW, it would just let nightcappers and zergblobs steamroll even more.
I would argue that turning those 1v1s into 2 or 3v1s is a key aspect of the game mode (how else are you going to break those unkillable bunkers?) — the team that works together better and smartly decaps/rotate-wins all on-point battles is the team that wins the match.
It’s also a reason why I don’t play much sPvP because in that respect it’s incredibly boring and predictable. The game would be a lot funner if it was balanced for 1v1s IMO (but that is just personal preference, I do understand that there is a layer of fun in the teamwork element, but how much of the pvp player base can organize themselves into 5-man premades? I suspect very few, and optimal play requiring voicechat just exacerbates the problem).
I believe Anet commented on this before and said that it would not be available on the gem store, I’ll see if I can find the post.
That’ll just encourage people to trade gem-equivalent gold or bl gifts for xpac keys and for people to scam. It’ll be fun to see the situation unfold.
If it’s not exploited in spvp then it won’t be fixed, that’s usually how things go anyway. The trick is really only useful for catching people in WvW.
Reduce the passive by a max 8%, but buff the active by 10-20% and the healing power coefficient from 0.5 to 0.75
I mean Warriors have the biggest healthpool so healing is pretty small even with higher healing power.
They said they wanted more active play, I love the Resistance addition, but add a little something more.
Im not even sure resistance is needed. Personally I think the passive should be nerfed to something like 250-300hps, but allow the passive to keep ticking for 15s (or something close to the CD) when the active is used when under 33-50% HP, and make the active heal enough to average with the passive heals about 370-400hps when used optimally.
This would keep the theme of the heal, but make it so that it isn’t braindead to use.
Meh, a competent Ranger could wreck that setup, or really any class that can kite a bit and keep ranged pressure.
Its no wonder the video was mostly wrecking melee-distance classes, running caltrops kind of does that in a dueling situation.
I once saw a photoshop where someone replaced SB 2-5 with traps instead. I would support that.
Imo Ricochet should be moved down to Master, Ankle Shots to Adept and Signet changed and buffed to GM (something like adding “activating signets grants stealth”).
Like I said before, if anything PO should increase those movement impending conditions by 33% so to be a counter to Dogged March, Leg Mods, Geomancers Freedom etc.
This. Especially since condi duration on traits is MIA.
Simple suggestion: Gain 5s of Resistance when struck while above 90% health (5s CD)
I noticed that with the specialization preview, every class has had its rez and fall damage traits preserved, but some movement speed traits are completely MIA (windborn dagger, power shoes, etc)
I think the specializations change is a perfect chance to give every class at least one conditional 25% movement speed trait. I suggest the following as possible changes or additions:
Elementalist: Change Zephyr Speed to 15-25% or bring back Windborn Dagger (buffed like the necro trait so you only need one dagger, perhaps merged with Renewing Stamina?).
Necro: Change Speed of Shadows (the movement speed part) to “Increase speed based on the amount of DS you have, up to 25%”.
Ranger: Bring back Agility Training (maybe drop the Spike Trap rez trait, Ranger doesn’t need 2 rez traits, or drop Instinctual Bond and change Pet’s Prowess), and make it something like “Your pet gains 25% movement speed and grants Signet of the Hunt passive effect to nearby allies; 240 radius”
Engineer: Add old Rocket Shoes trait somewhere in Inventions line, Ive always thought it was a great alternative to Speedy Kits
Warrior: Warrior Sprint is fine.
Guardian: Buff Valorious Defense to add “Gain 25% movement speed while under the effects of Aegis”
Mesmer: Change “Compounding Celerity” to “+8% movement speed per inactive illusion, shattering illusions grants them 1s of superspeed per illusion shattered”.
Thief: Something outside of Acro would be nice, like “Lead attacks: Increased damage and speed per initiative”.
If you have your own ideas or agree in general feel free to add input!
(edited by roamzero.9486)
Translation: We’re taking away boon/condi duration stats from traitlines, but don’t worry!, you’ll be able to get these stats with new gear such as Pow/prec/boon dur, or Condi dmg/vit/condi dur exclusively found in the new HOT expansion.
Did we mention exclusively? Rev up those preorders!
Block? no. Evade yes.
I run 2/6/6 hybrid longbow trapper and I don’t think I can replicate the build exactly with the new changes. For example, to run 3 traps in WvW I take Warhorn to maintain swiftness speed and to blast finish trap fields (or spring), but offhand training is gone so I feel a little kitten unless I try 0/6/6/6/0. I also took Sharpening Stone in Marksmanship which has been moved.
I would love it if the call of the wild trait in Marksmanship was useable outside of combat.
(edited by roamzero.9486)