Showing Posts For ronpierce.2760:

Stealth bug fixed

in Thief

Posted by: ronpierce.2760

ronpierce.2760

T_T I’m a non thief and I want the “fix” back.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

So whats everyones Reaper gonna look like?

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Just got a Volcanus in the bank waiting for when the xpack drops.

You better be a dhuumfire reaper…

Speaking of Dhuumfire, interesting note I haven’t personally seen mentioned anywhere. Life blast will get a unique animation with Dhuumfire. I wonder if that will extend to RS’s #1s?

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

My only 2 wishes are 1. separate the 25%+ damage from Necromantic Corruption (ideally, put it on Flesh of the Master) so that I can still run my current MM build under the new specializations and 2. fix the minion AI so that they don’t stand around doing nothing during a fight.

Everything else I can deal with and have dealt with. I can even deal with the current minion AI.

I had suggested just making it base-line to free up the space on tooltips. Honestly, not many non-minion masters run minions, so a little more incentive wouldn’t break anything. And most MMs would still take either DN or FC because… they’re both great if you’re going to have the pets out anyways, and Flesh of the Master is necessary, so you’ll likely be in the line regardless. If none of the above, just simply adding 25% damage to Death nova would be fine since it’s already mutually exclusive with FC if they really wanted to enforce death magic on anyone with minions.

As for the rest, sure, a lot can be “stomached”, but stomaching isn’t ideal.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Maybe Blood Fiends attack should be changed to a shorter version of life siphon on the dagger 2 skill but balanced. It would probably mean blood fiend could attack easier at a range.

That’s not a bad idea, honestly. If he latched onto his target (prevents total loss in healing against stealth) and ticked his leech 1 time every second for, say 4 seconds and balanced the numbers around that, I’d be for it. I don’t see them re-animating him for it though, nor reworking the core mechanics on him. When we make suggestion we try (sometimes fail) to offer changes that are more “realistic” in terms of what we’d expect them to do. Often times adding brand new animations outside of a particle effect is out of reach, but never hurts to try.

One way or another he needs help against losing so much sustained healing so easily and frequently. Currently he’s actually weaker HPS than Healing Signet and that’s with a huge list of other drawbacks. :/

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

wait, is Greatsword anti-Dodge?

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Why would a weapon with large, slow, telegraphed attacks be anti-dodge?

I’m confused.

Anti-dodge is referring to weapon mechanics that lock you out of being able to dodge if I’m not mistaken.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

wait, is Greatsword anti-Dodge?

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Hammer didn’t seem like that threatening of a weapon though, honestly. Looked like a control/defensive weapon and leaves a lot of open area. Plus they only have 1 weapon, where this is attached to our basic mechanic (RS), so there are some differences. I also doubt there will be weapon CD traits on Revenant since it’s built to already run on very low CDs with it’s mixed resource system (energy+time).

I’m not arguing against it. I would like the blocker, but reflect/evade are too much. And frankly, as slow as it is, I’d much rather any defenses like this be put on the GS than RS. RS will be fairly tanky, it’s outside of RS where I’m more concerned. Part of me wishes the LF was moved elsewhere and we had an Evade/block on our #3 spot instead.

And 900 range on GS5 pull!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

When did dual axe warrior become meta!?

in Warrior

Posted by: ronpierce.2760

ronpierce.2760

There’s nothing unusual about people who do a lot of a specific part of the game (be it dungeons, wvw, pvp or open world) who think that they speak for the whole game and every mode when discussing the best build options. People are very biased creatures. I’m fairly guilty of it as a PVP Necro, for example. Sometimes I have a hard time seeing the view of a PVE Necro. But I blame that on Necromancers being a joke in PVE. :P

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Revealed change - you've done it now anet

in Thief

Posted by: ronpierce.2760

ronpierce.2760

Because they are tampering with either stealth or revealed

Anet just delete the class

No other class has restrictions on its defenses

Lol, you should really go play Necromancer for a bit. Not only does it get locked out of many of its defenses with its actual core mechanic (not just a utility they have access to), it also negates all supportive incoming healing. Count your blessings on that one. :P

And lets be fair here, no one else thinks it’s funny when people get upset they can’t 1v3 or 1v4 as well anymore? And another common one “well if it goes south, we’ll just leave”. Like… How do you guys not realize the things you say, then get upset when anyone calls you out for it or expresses their frustrations with thief… :/

Anyways. It’ll get fixed, they very well may be reworking stealth and I’m sure by time it is finalized it’ll all make sense so lets just wait and see.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

When did dual axe warrior become meta!?

in Warrior

Posted by: ronpierce.2760

ronpierce.2760

That’d the idea, it’s for open world. That means it’s designed for optimal mob tagging, which mace would be inferior to.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[Follow Up] Forum Specialist Feedback

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

The more I think about it, I really don’t enjoy the GS cd reduction with gravedigger… It’d be great for PvE where it hardly matters anyways and in pvp (spvp) you will likely rarely get much benefit from it, where you’d need it most. Like, I’d love a way to reduce the CD on the pull, which is really the main thing that you’d want it for since most of the CDs are already short… But if you can’t hit high mobility targets that’s sort of moot. The idea behind his just seems off to me. Of course… I’ll probably just use chilling force anyways since it benefits all weapon types and RS. I think the GS trait needs looked at, maybe it’s just me (I haven’t gone through all of the replies).

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

wait, is Greatsword anti-Dodge?

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Best I could give to it would be a projectile block. Reflects and evades are too much. Even a projectile block is to much for its short Cooldown. I feel safe saying none of the above are likely.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Make (Fast Hands + Warrior Sprint) Baseline

in Warrior

Posted by: ronpierce.2760

ronpierce.2760

I had already gave up on this discussion as soon as it turned into “You hate this idea? You hate warrior and never played one” regardless of me proving otherwise. This thread is sad and selfish. Best trait in the game and still finds a way to get upset about it. Another warrior disagrees? He hates warriors and never played one… SMH… :/

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Revealed bug?

in Thief

Posted by: ronpierce.2760

ronpierce.2760

Its a bug, they said on their twitter they are working on a fix.

Which twitter said that, can you link the post?

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

the revealed change *a prediction*

in Thief

Posted by: ronpierce.2760

ronpierce.2760

It doesn’t seem that inconsistent. It seems like it gives you a revealed debuff after you’ve gained 3 stacks of stealth from either blasting or leaps, or 3 additional ticks of stealth from Shadow’s refuge (not including the initial entry) to avoid stacking, and you gain revealed every time you exit stealth.

Seems like they’re trying to make it so you can’t continually stack stealth without leaving it, and you gain revealed upon exit, likely to promote actually attacking from stealth rather than using it to flee. I’m not so sure this is a bug because it’s very formulaic the more I toy with it.

Edit; Maybe I’m wrong, someone said it was confirmed a bug on twitter. That said, I suspect it’s only a bug in terms of not functioning fully as intended yet and wasn’t supposed to go into this patch. Wait and see game, go!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

the revealed change *a prediction*

in Thief

Posted by: ronpierce.2760

ronpierce.2760

It actually does look like that’s what they’re doing. They’re capping how much stealth you can get from stacking it in a row and giving revealed when you exit from what I can tell… I like the change, but if they do that they might want to bump some of the base numbers a bit. I definitely wouldn’t mind stomping stealth spamming pretty harshly, but each use should be effective at least.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Minions are in a good spot for Tanky builds, and lacking in value for offensive minion masters. No additional changes would be made. This would help benefit a lacking area without affecting where they are already fine. They would not have to Nerf them.

I don’t believe you really use Blood fiend if you don’t see the issues with it. He has low HPs and is unreliable in any situation where he can be out-ranged, LOSed, CCed, Blinded or the enemy stealths. This allows him to have some benefit to level out his inconsistencies. Beyond that, with my suggestion, his damage wouldn’t really change, his healing would just be a bit more reliable in all parts of the game.

The cleaves are debatable, but the point is to make them more valuable in dungeons and team fights where currently MMs lack very much. They have decent use solo or 1v1 but have had scaling against multiple targets.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

The accuracy comes from his dash happening closer to when you command it rather than the 1.5 second cast. The wind up is in place of having to lose DPS hardcasting its charge. No, it wouldn’t be homing. The speed change is actually a suggestion to revert the speed Nerf is just got a few patches ago, not sure you were aware of it or not. Also at this point, his charge being instant after our large cast, you can avoid it if he’s far away but it has virtually no tell from melee range. These changes would give a bit more counter play in melee range but make him better at charging foes further out, sort of a happy medium while also allowing us to use his special in pve without a massive DPS drop.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Couple of notes to add. There is an alternative to Death nova change, that’s just my personal feeling. I personally don’t agree with pets doing so much Aoe damage when they die from an enemy doing their job but alternatively death nova could make its way to Master, or find a way to make one of the two less “minion only” in nature.

As for the bone minion HP buff, I’m not trying to make him tanky, but a bit tougher to survive in AOE situations just for a moment longer so he can even reach his target. Understand that in pve minions still have 71% more HP than pvp and they can frequently die before ever even reaching a target. I do agree with making their explosions deadlier again, however.

Flesh golem’s wind up doesn’t have to be a self-root. It just has to be noticeable. Him having a charge after .75 seconds of us casting it in that case would still be better than a 1.5 cast, and we could use him to defend us while stunned. So for maybe .75 seconds he’d stop attacking and ready his charge, but it would be faster dashing, more accurate, and quicker to execute, and the enemy would still get some visual warning. Of course, this requires that the animation does not make him stop moving.

Thanks for the good feedback guys, keep it up!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

@Hail, It’s actually funny you mentioned the part about the Flesh Worm’s active. I completely forgot what Bhawb has said about that, but he had mentioned having the poison + blast finisher happen at your feet as you teleport away. Either way, whether they make it a “consumption” like heal, or keep it the same, they definitely should consider having it happen at your feel before you teleport, since… Well, that’s usually where the fight is!

Bone minions are ugly, wouldn’t miss them. Do love the reavers. The bone minion appearance can just be kept for the jagged horrors.

As for the Shadow fiend, I like the functionality and I even sort of like having a shade. But I’d much prefer a more “spirit-like” shade, simply because I really like the teleport-blind mechanic, gives him a little extra uniqueness as a teleporty non-flesh being, the only in the mix. But I’d be fine with that too. Honestly, at this point, I’d do anything just to have his blind be useful on demand (and the life force) rather than 3 minutes later where it often doesn’t matter anymore. :P

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

we need more Invetory space Anet.

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

So… You need more inventory space for a net? A hot net?

Sure, i’ll take more inventory space.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Revealed bug introduced with patch 3

in Bugs: Game, Forum, Website

Posted by: ronpierce.2760

ronpierce.2760

I don’t think this is a bug….this is a miracle

^ Maybe they’re going to actually make people fight. That’d be great.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Revealed bug introduced with patch 3

in Bugs: Game, Forum, Website

Posted by: ronpierce.2760

ronpierce.2760

This is definitely a fix. I like it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760


Bone Fiend:
Issues: Rigor Mortis cast time is a bit unpredictable (generally, not entirely).
Proposed changes: Casting Rigor mortis needs to reset the swing timer and have its own .75 second cast and a more noticeable projectile.
Reasoning: It needs to be more noticeable and predictable in behavior both for the MM and for enemies.

Flesh Wurm:
Issues: Lacks flair outside of being a teleport fodder.
Proposed changes: Reduce damage by about 15-20%. Add a 1.5-2 second poison on its (4 second swing timer) attack. Additionally, it should hit up to 4 additional enemies when the bolt hits ithe primary target (target-based aoe) in a fairly small radius, perhaps 130.
Reasoning: This reduces the MM’s single target dps just a little bit, and gives it a unique flair as a condition pet (as we have none outside of jagged horrors). Additionally, this acts as a unique way to encourage minion usage for players who do not play minion master but chose to venture into Death magic for defense, as the poison uptime helps take advantage of Death magic’s defensive traits. Overally, it makes it much more unique and adds good synergy.

Flesh Golem:
Issues: Needs to cleave and adjust the secondary ability.
Proposed changes: Allow to cleave up to 3 targets. Remove the cast time for Charge, but instead, give it a .75 second wind-up animation before charging. Revert the speed to its original speed. Pulse 2 stability every 3 seconds for 15 seconds.
Reasoning: First off, as the elite, he should be the primary melee cleave minion. His special has slowly become obsolete, as it has a 1.5 second cast, which is ridiculous and doesn’t follow the “command” and react style as other pets have. While it should have a build-up, it should not be a hefty cast from the master. As for the stability, this is to bring it back in line with its pre-stability change power which was a long stability. After the change the flesh golem was neglected for updates and lost a lot of his benefit for no reason.


Special Notes:
Fix moa killing all pets. It’s time.
Find a way to allow Fetid Corruption to work with Death Nova to free up that GM spot for a non MM trait.
Personal Suggestion (Sikari): Make the minion damage boost baseline. Change Fetid Corruption to “Minions pull conditions from the master and transfer conditions to enemies when they deal damage. When a minion dies it turns into a poison field for 4 seconds.”
This removes the damage burst from Death Nova (no more punishing enemies for doing their job as harshly) and retains Bone Minion’s primary use, which is self-blasting for weakness while clearing up a GM.

Thanks for listening, and please feel free to add to the discussion and provide appropriate feedback. Developers, I really hope you hear us out on this. Robert, Karl and the rest of you, you’re our big hope, don’t let us down!

Post is finished, feel free to comment and discuss or ask questions. Thanks for your Minion Master Support!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Hey everyone. In the past, Bhawb and I have does a lot of discussing on Minion Masters, and Necromancers as a whole, and offered some feedback on where we feel the class should head. In doing so, we often focused on traits and bugs and other minor details about the MM but this time we decided to tackle just the pets as core abilities and I wanted to discuss with other Necromancers what we’ve come up with and some reasons behind our changes. Hopefully thes (at least some of them) make it to the big guys and show us some love.

To save space, I opted to section them into spoilers for better access.


General Changes:
Issue #1: Currently, there is very little reason to play Minion master with offensive stats. First, the investment for becoming one is highly DPS taxing (because of the specialization required to make it work), and the overall damage gained is never worth the defenses lost when gearing offensively.

Proposed changes: As with Condition damage, Boon duration and Condition Duration, pets should also take Ferocity and Precision. However, their base damage should remain as non-scaling (with Power/Condition damage).

Reasoning: We feel Tank necromancers are in a good place, the damage isn’t too high nor too low, but aggressive MMs need help making it even be worth being so fragile. We suggest leaving their scaling in damage, health and HP alone because we feel in a general sense, they’re in a decent spot (though they can be a bit squishy in PVP/WvW) and they work well with either condi or power builds. However, without making them more squishy than they arguably already are, and without ruining their damage for normal MM builds, minions acquiring precision and ferocity allows offensive minion masters to be worth the investment in PVE and PVP without requiring any other balancing, as they are already very fragile. This would also allow for non-MMs to consider a minion or so as a general utility where they see fit.

Issue #2: Cast times are too high for summoning.

Proposed changes: Reduce the cast time to .75 seconds.

Reasoning: This should be done for all summons, currently, a 1.5 second cast on pets that are fairly easy to kill is staggering. It often deletes their uses for PVE, as summoning them causes too much of a DPS loss and in PVP can often lead to impossible recovery.


Blood Fiend:
Issues: His reliance on making a connected hit for healing is to the point of making him useless alone. To add to this, even when he does connect, he heals for a low HPs, has tons of counter play by death, kiting and stealth.

Proposed changes: He should have a constant 200 HPS heal, and deal 250 damage and heal for 500 (scaling with the master’s stats on healing, instead of the pet) every 3 seconds. That bumps his HP from about ~300 hps to 366 hps. The leech should heal through Shroud, while the constant over-time heal should not.

Reasoning: He needs a purpose. He currently is very weak and serves very little purpose. A small Death Shroud healer adds a bit of a perk to him, given you can keep him alive long enough. There is a slight HP boost involved which is only for ideal situations, in normal combat it should finally be a bit closer to the others in terms of usefulness.

Bone Minions:
Issues: Too fragile and needs to cleave and follow master closer and Putrid explosion QOL changes are needed.

Proposed changes: Make them hit up to 2 targets for better PVE use. For blasting, they should huge the master closer. A slight HP boost needs to be had. They need to explode in order closest to your enemy target.

Reasoning: Bone minions (in PVP) currently die way too fast. When Death nova fights with the minion damage trait, they will be more of a liability than a benefit to have in most cases. Added cleave gives them some PVE considerations and they need to be more effective blasts.

Shadow Fiend:
Issues: Cast animation timing and needs to cleave.
Proposed changes: Like bone minions, as a lesser pet, should hit up to 2 targets. More importantly, Haunt needs its animated cast time (for a single blind…) reduced from 3 seconds to .25 or .5 at most.
Reasoning: There’s no sense in a 3 second cast blind, it’s just all around bad. Pets need cleave for PVE reasons and for better use in group pvp.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Reaper Hype: People Blinded By Aesthetics?

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

I think people like the OP are completely blind since the darn thing is still in BETA and they’re already complaining.

You don’t know how early production feedback works do you? If anything is going to get fixed it has a MUCH higher change at being looked at in these stages. Thats what sharing information and testing is all about…

You don’t know what i meant and simply wanted to run your mouth, did you? The spec is still in beta, this means it’ll get changes and yet people are complaining about its numbers like they were final.

You didn’t read what he wrote and just wanted to run your mouth didn’t you?

He said it’s in beta so now’s the time to raise concerns. Your opinion of ‘ignore it and everything will work in the end’ is how you end up with the current Necromancer.

Did i say “ignore it and everything will work out”? Learn to read for once, i said it’s beta and it’ll be changed. Use those brains you got.

Feedback helps them make appropriate changes that are both meaningful and generally accepted. Lack of feedback leads to disasters. Necromancers aren’t new to that. The community is smarter (sometimes, not everyone) than people let on. Being a game Developer doesn’t often grant someone perfect intuition, especially since there are a lot of classes and not a balance team for each. People who play this game put a LOT of time and math to work for their tests. Sometimes it’s best to not ignore them and it’s useful feedback. There’s no reason to not give feedback now versus later.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Axe rending claws has been nerfed!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

That’s just it. I don’t think this is a bug. I think it’s a cancel-fix much like Elementalists got with Lightning Whip, except it netted in a nerf on the base function.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Axe rending claws has been nerfed!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

You are overdramatizing it. Its a bug lol.

The animation changed, the tooltip was updated, etc. Seems like a rather elaborate bug. And I’m not saying it’s that big of a deal considering Axe does suck anyways, but it doesn’t change the fact that people jumped on someone without the slightest clue of what they were talking about and made them feel bad for posting. Like I said, there is clearly a bias on who’s allowed to threaten to quit and who’s not.

Also, Staff 4’s transfer was a bug. We all saw how that worked out.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Axe rending claws has been nerfed!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

And poor Sky deleted their comment because people jumped to conclusions… :/

Probably because he immaturely threatened to quit as though that has any impact on anything.

Possibly immature, however frustrations on Necro have built up. Bhawb has threatened to quit (I love bhawb btw) if HoT doesn’t work out and no one jumps on him… A real nerf happened and people started posting very old information immediately.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Axe rending claws has been nerfed!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I wasnt talking about todays change. I havent downloaded the patch yet…

Theres no documented changes in this patch. So i was going by the last documented change to axe. Which was an aftercast reduction. Which was a buff.

Today is a nerf related to a bug or undocumented change.

I have a FEELING since the animation changed today, and the tooltip, that it’s not a bug and has something to do with their testing and plans for the axe trait (pacing). Don’t quote me, but thats the idea I get.

There is a definite change though, and for the worst.

And poor Sky deleted their comment because people jumped to conclusions… :/

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Axe rending claws has been nerfed!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Im guessing thats a bug though.

How do you keep getting the idea its a buff, I really am trying to wrap my head around it… 1 sec + smaller delay seems pretty obviously worse than .95 as the old total. o.O

Plus the old looked better :P

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Reaper Hype: People Blinded By Aesthetics?

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

I think people like the OP are completely blind since the darn thing is still in BETA and they’re already complaining.

You don’t know how early production feedback works do you? If anything is going to get fixed it has a MUCH higher change at being looked at in these stages. Thats what sharing information and testing is all about…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Vamp rune update

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Its understandable that it hit harder, but it’s still pretty broken. Good fix. The more bugs and stuff they fix the more we can one day get balanced for real.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Vamp rune update

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I see no problem really. Much needed across the board, I think. They should reduce the ICD on the hit leech now though

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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Reaper Hype: People Blinded By Aesthetics?

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Posted by: ronpierce.2760

ronpierce.2760

Maybe not necessarily a weapon, but the new DS? Definitely. I HATE life blast with a passion. It’s clunky, slow and janky with its piercing. The new DS is better, cleaves, has better synergy etc.

Unfortunately, the lack of group utility is because of the poor decisions on shouts. They could have added something unique.

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Reaper Hype: People Blinded By Aesthetics?

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

We got something we needed, as said above. But the damage still isn’t quite there. It’s too slow, and we don’t have the modifiers to bring out the damage we need it seems. We could also use some unique group utility that doesn’t compete with our ability do deal damage.

It’s getting there, but unfortunately, I predict more nerfs than buffs will come to Reaper before launch…

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So whats everyones Reaper gonna look like?

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Posted by: ronpierce.2760

ronpierce.2760

High Warlord Sikari. Just have to find 100 Charged Lodestones to finish it up. :/

Attachments:

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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Necroeuphoria

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Posted by: ronpierce.2760

ronpierce.2760

than let ANet Dumbfire us again.

Then they eventually decided to move Dhuumfire to LB

Remember that it was a player on the forums that gave the devs the idea to put Dhuumfire on LB.

And at this point, especially with Reaper, it turns out a great idea. I had the idea a long time ago to remove the icd and make it on all LBs so Necros had a legit condi spammer for their core mechanic. I still think it’s great.

The part you’re leaving out is, people wanted it on LB, yes. But they didn’t listen to how and we didn’t ask for all the unreverted nerfs on everything else. If we were buffed back to pre-dhuum on our weapon skills and the new version was in place (again, especially with Reaper) it would have been fine.

The problem is, ANet hates to admit they did something wrong when buffing something, so instead of changing their own implementation, they try to find ways around it by nerfing unrelated things. Then when they realize that didn’t work, they just kill the source of the problem entirely and leave everything else in ruins. Often times I question their sense of intuition. I mean, look at Turrets. I said weeks in advance what would happen if they made them take crits and condis without further changes. But they did it and they destroyed them completely. Them surviving was never the issue! It’s that they were so passive, CC-heavy and damaging for a Tanky build. They had options, but they took the easy way to fix it and now an entire set of utilities are basically unused in the game again.

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GW2 aesthetics

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

Yeah, I can’t say I’m particularly interested in furry happy fun-time 24/7 365 sexy mixed with 4 year old Elin sex-appeal.

I have to deal with happy fun-time 25/7 365 sexy sex-appeal with myself, I have enough. GW2 is fine. It’s okay to button your shirt sometimes.

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Necroeuphoria

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Posted by: ronpierce.2760

ronpierce.2760

I hope we’re SUPER powerful and they don’t touch us. >.> Just for once, let us be the ONE.

We have to wait until they give us the Elite Specialization “Warrior” or “Engineer”… O wait.

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[HOT FEEDBACK] Condi removal traits

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Posted by: ronpierce.2760

ronpierce.2760

Bond of the fittest! Using a utility transfers 2 conditions to your pet!

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Necroeuphoria

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Posted by: ronpierce.2760

ronpierce.2760

On the flip side, I often feel like Necromancers are the most realistic community. I don’t support moving away from that. It’s the reason I love most Necros and I stay away from thieves and Engineers. :P

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[Follow Up] Forum Specialist Feedback

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Posted by: ronpierce.2760

ronpierce.2760

Just about always modifiers that are supposed to simulate a constant benefit (like Vampirism, Chilling Force, etc) are better off being a low ICD per target simply because it allows them to balance around a general pace of effect than best case scenarios which can be exploited. If leeches gained a 1 sec ICD per target they would likely also gain a slight boost. And instead of them balancing around the chance of a well + Axe 2 + WH 5 (best case scenario possibilities) they can just have them stream at a reliable and beneficial pace. Essentially, it’s saying you require fewer hits to gain maximum benefit and it runs less risk of exploiting. It’s good for play and more importantly, balance in practical use.

It’s hard to fully explain without getting into the math of it, and I’m just not motivated to go through all of that right now…

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Posted by: ronpierce.2760

ronpierce.2760

I think you’re all missing the point of what an ICD per target really does. It’s a form of streamlining and does not have to break anything. It essentially says that all attacks attack at x rate (in this case 1 second) which means no matter how fast you attack you gain it at a stable rate as long as you’re attacking. That is good because it allows for practical balance and doesn’t have to worry about channels that can proc it far too many times in a short time. The per target effect just means that it becomes strong in group use. There is no rule that says if it has a 1 sec ICD per target that it will have to or WILL be bad. That’s ALL on the balance team. A proc could have a 1 sec ICD and give you 25 stacks of might for 10 seconds, it’d be OP as hell even with a 1 sec ICD. The ICD doesn’t dictate it’s power, it just limits its ability to be exploited by extremely fast attacks so that it can be equally useful for all weapons and have practical balance rather than being weak to appease certain fast-striking builds. It WILL get nerfed if we leave Axe#2 (or GS #3) + Wells and RS 4 as their grounds for balance, because they will inevitably balance for best case scenarios. ICD per target reduces that risk substantially.

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Posted by: ronpierce.2760

ronpierce.2760

I dont think you’ve understood anything ive said. An evade is completely different to a stack of might. The scaling sustain of Blighters Boon + Chilling force can be restricted in other ways without butchering our might generation.

What I’m saying is, similar to evades, they can be be made perfectly reasonable 1v1 with a ICD per target with benefit against a group. It all depends on your perspective. The only difference between my view and your view is you think if the number is reachable then it should be reachable 1v1 too, and that’s not the case. That’s be like saying if an AOE only hits 1 person it should do 5x the damage. It’s literally saying that. All practical uses, however would be best suited for an icd per target.

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Posted by: ronpierce.2760

ronpierce.2760

Because thats what they did with Empowering Might right? No its been left as a trashy trait which is only good with AH. AH was the problem but Empowering Might got the restriction.

Empowering might is a 1 sec ICD, not per target. Huge difference. Also, how they balance is wildly different than whether one style is better or more practical than the other. A counter, as I said, is siphons which suck because they could “theoretically” get out of hand. This is a better WAY to handle it, but would need to be properly compensated as well.

And i said that it destroys the trait in 1v1’s. Because in 1v1’s it will essentially be the same as Empowering Might.

And you ignored the balancing and scaling defenses/denefits part of what I said, so there’s not much more to say. It doesn’t have to stay how it is. Have some intuition.

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Posted by: ronpierce.2760

ronpierce.2760

Because thats what they did with Empowering Might right? No its been left as a trashy trait which is only good with AH. AH was the problem but Empowering Might got the restriction.

Empowering might is a 1 sec ICD, not per target. Huge difference. Also, how they balance is wildly different than whether one style is better or more practical than the other. A counter, as I said, is siphons which suck because they could “theoretically” get out of hand. This is a better WAY to handle it, but would need to be properly compensated as well.

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Posted by: ronpierce.2760

ronpierce.2760

And destroys is use in 1v1’s. Not in favour of that at all.

No it doesn’t. Because an evade scales well against numbers is it bad 1v1? No. In fact, a 1 sec ICD per target allows them to make it more practically strong because they have less risk of over powered scenarios from multi-hit weapons. Right now, they have to balance around those possibilities of wells+WH+ fast channels, which inevitably hold it back for practical uses. (See: Siphons.)

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Posted by: ronpierce.2760

ronpierce.2760

I find the best way to balance and limit things are CDs per target. Like Chilling Force, a 1 sec icd per target:
- Fixes its issue with Blighter’s Boon.
- Scales in power versus number of enemies, which we need.
- Reduces the variation of effect between multiple weapon types, slow or fast so that s good balancing number can be had without balancing for the fastest weapons only.

ICDs for outgoing effect are often lame for tiny perks, but ICD per target can be a fairly intuitive way to handle it. That’s just my own feels on them. (Obviously you can’t do this with ALL traits, that would get out of hand very fast).

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Posted by: ronpierce.2760

ronpierce.2760

“I teleport” was ironic if you didn’t get it ^^ .
I made my point i see no need to discuss it forever. (Btw reaper is inspired by slow things like pyramid head, etc…)

They are slow like monsters in movies. But have you ever noticed how when it’s dark they seem to pop out of no where? Think about it, and think about my suggestion.

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Posted by: ronpierce.2760

ronpierce.2760

@Getzzzonked
A shout that teleport ? Just ask for a wurm rework then xD … No seriously shout teleporting make no sence … “I Teleport”.

Necrocopter reflect in front of necromancer is something that have been asked a lot and it make sence. ( Unlike “I teleport”)

@ xGalaxy
it’s probably your navigator , It works fine on my macbook , my laptop and my desktop ( Safari , mozilla)

Technically with offensive shouts, it’s not that unrealistic. Something, though it sounds a kitteneesy, but this would be pretty useful.
“Where am I?” : Aoe blind and teleport to your target. breaks stuns. 30 second CD.

Something like that. The idea is the shout blinds them in darkness as you haunt the enemy. Kind of neat actually…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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