4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Aegis is fine. No need for buff.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Its still not good in WvW unless you’re in a zerg though…
So you’re saying that Lightning Surge is good only in a zerg or do you mean that Lightning surge isn’t good in a zerg?
New Lightning Surge is for small group battles. Old lightning surge isn’t going to do much in a zerg anyways.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Staff is in a good spot but with just one flaw.
This skill needs a buff or change.
Buff suggestions:
- Decrease cast time from 1 1/4 second to 1/4 second. This way it is easier to defend from a burst. It also helps the elementalist support allies by blinding downed enemies. However, this won’t give the elementalist a free stomp with Lightning surge like how Blinding flash is.
- Make Lightning surge bounce 5 times. This way, target has a chance to be blind two to three times. It will stop around two to three attack. Which can be vital to stopping a burst. Reduce cooldown to 3/4 second.
- Add 5 stacks of vulnerability. Ice spikes + Lightning surge will give 10 vulnerability.
After a positive change to Lightning Surge, I feel that staff elementalist will be complete.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The number skill on the bar is fine IMO, the issue is with how dull and un-impactful most skills are.
I’m going to assume you play a Warrior.
Necro. Warrior alt. Close =D
I assume this is for PvE?
If so, the problem is the design of the dungeon. Chilling or fearing enemies when they chase your friend that is dying is impactful.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
dude you just refuse to listen to everything people say to you.
people arent saying necro is balanced, they’re saying minionmancer works for 1v1’s and thats it. And it’s true.
I guess when you minionmaster, you mean that MM that afk and lets minions do all the work works for 1v1.
I disagree with that.
Staff gives huge AoE, great for team battles. Flesh Golem is aoe knockdowns, great for team battles. Bone Minions are AoE bombers, great for team battles. Doom is a instant fear, great for team battles. Life Transfer, Great for team battles. Minions itself is great for soaking up AoE that the enemy would place on a player, Great for team battles. Shadow Fiend blinds, great for team stomping.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Nay.
Terrormancer don’t kill or massacre anymore.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Though I may agree in principle, I don’t see it working this way in practice. In a busy design studio, which of the following is the path of least resistance or otherwise achieves the greatest return for the least cost:
A) Redesign every boss with an insta-gib mechanic to something that doesn’t rely on such a weak design element.
OR
B) Simply revert necros’ Death Shroud to a pre-existing state (read: no additional programming time required since the code is already saved in some archive) that allows them to deal with the insta-gib mechanic.
I choose A. The opportunity cost is great with A. Dungeons getting a redesign to be better is necessary.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
We’re not supposed to have a lot of mobility. At most we get swiftness, otherwise all of our “mobility” skills are designed solely to chase, or create distance while in a fight, but not leave it completely.
A lack of mobility means death in a pvp environment, mobility is king. We are the easiest of any class to be trained on, people can stick to us like glue and you all know this.
And Necromancer is a class that can rip glue apart.
Fear is a way to move people away from you. Every necromancers have doom and it is on a 20 second cooldown. Reaper mark is an AoE fear.
There is cripple, chill, immobilize to create a distance.
There is high hp and deathshroud hp to keep you alive until you reach safety of your party members.
Locust Signet for 25% speed boost.
Locust swarm is the best fleeing and chasing skill ever.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
IMO, just buff this to 25% and only usable in PvE.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Good in:
- Open world PvE
- PvP.
Bad in:
- Dungeons
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Trait says Stunned foe. Fail.
I was referring to Hammers trait. Fail.
Except, the trait I was referring to is Unsuspecting Foe and you assumed that I was talking about the Hammer trait and I caught you before you edit your post sneakily. Fail.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
New Earthshaker- Does an 2 second AoE Daze + cripple.
To compensate for the nerf, Unsuspecting Foe gives 50% more crit to Stunned and Dazed foes.
Actually its gives +50% on Daze. Fail.
Trait says stunned foe. Fail.
Trait says disabled foe. Fail.
http://wiki.guildwars2.com/wiki/Unsuspecting_Foe
Trait says Stunned foe. Fail.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
New Earthshaker- Does an 2 second AoE Daze + cripple.
To compensate for the nerf, Unsuspecting Foe gives 50% more crit to Stunned and Dazed foes.
Actually its gives +50% on Daze. Fail.
Trait says stunned foe. Fail.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
High Skill MM
These type of MM’s are indeed lethal, but require a high level of micro management of minions and skills to be effective against skilled opponents. A good MM will know when to blow up the bone minions to deal high damage, and possibly getting blast finishers. They will also know how to use the bone fiend to immobilize their target, and when to effectively use their Flesh Golem to charge.If a MM mismanages their minions, then they waste their potential. For instance, minions don’t always path correctly, so blowing up your bone minion could be wasted, resulting in no damage dealt and no extra minion to pressure your opponent. On the other hand, if timed correctly, sacrificing the minion deals excellent damage, and can be used as part of a burst.
Tactics Against MMs
One of the biggest weaknesses for Necromancers are CC’s. Stuns in particular are effective, but so are other forms of CC’s (such as knock back). Whatever you do, don’t stand around so the minions hit you. If you have to, kite the MM and use long range weapons. If you choose to melee, get close, burst some damage, then kite again to keep outside of the minions range (thieves do this excellently). Another tactic is to use massive aoe damage, as this will kill off the minions and give you easier access to the necro.
I am disappointed that you didn’t list Necromancer’s greatest utilities, Doom. Doom is a great way to keep enemies off of you. Even if you don’t have a stun-break you always have doom. Doom is on a 20 second cooldown, instant and it is a stun-defense. Whenever I get stunned, I fear the player about to burst me. Doom is your offensive block skill but it also versatile in CC as well.
If I faced a thief like that, usually I would place Staff 3 + 4 marks on where I am. When it triggers, I immediately go into deathshroud and have my deathshroud take the damage. Staff 3+4 marks weakens the damage. Even if I miss my DS, I will still take mediocre damage from thieves. After staff 3+4 is gone, I’ll use Staff 5 or 2 afterwards.
Other ways is to use Dagger/warhorn set. IMO, it is the best weapon set for MM. Warhorn gives daze + Cripple aura + swiftness. If a warrior catches up to me, he’ll be crippled and I will be faster away from the warrior. Then my minions will attack the warrior from behind. Dagger is great for self-heal + immobilize. Dagger auto-attack is best because it is not as clunky as other weapon sets. You can maneuver around as you stab enemies at the side and back.
The greatest counter to Necromancer is AoE damage. The time that my Minions die in masses is when I fought a guardian who used Whirling Wrath and some other huge burst AoE damage skills to destroy all my minions at the same time. Moa Morph is another counter that destroys minions without trying.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Secondary profession is a feature in Guild Wars 1. You play a primary profession and then later in the game, you can choose a secondary profession. This allows for interesting and varied build choice.
The downside is the sheer imbalance in the game. Only a few builds are useful and most skills are useless. This is the reason why Secondary profession did not make it into Guild wars 1.
However, there is a way to implement Secondary profession. I suggest Universal Secondary Elite skills. Put primary professions utilities skills as elite skills.
Universal Secondary Elite skill(USE)
- USE is a utility skill from professions outside of the profession you are playing as currently. For example, If you play a warrior, you can equip Mirror clones into your elite skill to confuse your enemies as you charge in.
- Does not have stun breaks.
- The cooldown is increased to 150+ seconds.
- Primary profession cannot equip secondary skills from their own profession. Warriors cannot slot stomp into an elite slot.
- Elite, healing, mechanic and weapon skills cannot be USE.
- Mobility skills will never be a USE. So don’t worry about warriors shadow stepping.
- Meant to be balanced to sPvP.
- If a utility skills is tied to the mechanic, then it cannot be a USE or it will be changed so that it can be a USE.
- Other professions cannot use toolbelt skills even when using a engineer USE.
Since USE is an elite, it becomes easier to balance. I want to have more player uniqueness rather than profession uniqueness. However, if you want more profession uniqueness, then you have Utility slots, weapon skills, healing skills to be unique with. Since regular elites skills cannot be USE, you can still use regular elite skills.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I wouldn’t use Healing signet on my warrior if the other classes didn’t have so much heals : Engi,ele,guard. And that’s why the zerg always wins also. 5 total nub warriors rank 1 with heal signet can take down 5 skilled r60+ players because all they useful utilities like blocks/evades will go on CD and the regen will outheal all the damage.
If there was no regen 3 skilled players could easely take 6 bad people down. They just evade the main burst, force the heal and burst the enemy down.
Are you making this up or is there an actual case behind this?
Show me proof.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I wouldn’t really say that.
I would.
It actually comes from a player (normally average) who runs into an obstacle (warriors) and then trys to take a few different ways to attack this obstacle (trying new builds and classes, fighting in different ways) and failing each time become frustrated.
Are you sure the players are normally average or are they bad? Are the average players fighting r1 player or a r70 warrior? Is the sample size high enough to draw a conclusion or did the average player gave up a the first three times before crying in the forums? Are you making this up or did you actually create a scientific experiment?
The reason warriors get such loud bad mouthing is because they cover such a wide spectrum of power.
Most viable build have a wide spectrum of power. It turns out that players themselves use a build that isn’t out of the other player’s spectrum of power.
They have one of the best (if it isn’t the best) bunker builds
Their conditions hit just as hard (if not harder with the duration on leg specialist) as some of the most powerful condi builds out there
And their FOTM build does a little bit of everything a bit too much.
It is certainly a viable bunker build, but not the best. Regen bunkers directly counters low dps build. It could turn out that the bad players are running low dps build.
So when you blend all this together (because you get a bit of all the complaints over the forums) you hear.
“OMG warrios have 30/30/30/30/30 builds, And stomp everywhere, 100% face roll. Nerf,nerf,nerf,nerf!!!!!”
So its not really bad players or anyones fault its just how it goes when the class has gone over the top in a few too many areas
Like the rumor of that haunted church that I heard in my childhood. It starts with a rumor of a ghost. Then the next day, there is more outlandish rumor about walking corpses in the church. Except, no one even checked what is in the church.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What would you recommend doing runeblade, kite them? CC them? Damage them? Use poison to mitigate healing signet?
Hint: you can’t do any of those
I wonder how this guy dealt with it when he is the profession that warriors directly counters.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Consider why this misinformation arises in the first place, warrior is incredibly overpowered right now, people playing against it get stunlocked for what seems like an eternity, any damage they do seems to be regened passively, and all at the same time they’re taking heaps of damage themselves. People exaggerate based on the experience they have playing as/against warriors. From my own personal experience, I used to have a tough time on warrior, but now it’s one of the easiest classes for me to play comfortably. -That’s not a coincidence lol.
Misinformation starts with one very loud bad player, then there are ignorant players that parrots what that one bad player says.
That is how misinformation arises.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Wow Ato, I really don’t care what you play, I have beaten plenty of warriors – that doesn’t make it okay. You are right, 8 seconds of condition immunity on 60 second cooldown doesn’t sound like much until you consider how much a warrior could do in that timeframe and is still hard to kite/counter outside of it, that 8 seconds just takes the gameplay from minimal skill level required to none temporarily. I really should have stopped caring when I read use sigil of doom, I don’t know why I didn’t.
Please take your own advice and stop blabbing on.
Az
So, during that 8 seconds, you just afk and let the warrior kill you?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
At the moment warriors can just equip their passive regen signet and be unable to be killed. When a warrior is 4v1 and not dropping below 50% health and able to kill the other 4 players, it simply makes PVP unfun. Just had two games where it was impossible to kill any of the opposing team because it was all passive regen warriors.
Show me a sPvP video where a warrior soloed 4 players and I’ll believe you.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I would like Living Story to have a direction of a public questline and instanced story + dungeons. Instead of faceless invasion events or gathering achievements.
I propose more quality Dynamic events and less quantity dynamic events. There is no need for a balloon event throughout the entire world. Molten Alliances do not need to port into a place of nowhere for no reason. These faceless invasion dynamic event doesn’t give us the feel that mobs are actually invading the land when the Molten Alliance, Aetherblade attack places at random. It felt random and they were there for the sake of being there. If there is going to be real invasions, then it should have a reason behind it. Look to the strength of regular dynamic events. It made invasions look real because of dialogue and lore behind it. A giant didn’t appear at Naegling for no reason; Separatist summoned the giant there, Centaurs attacked a town for a Quarry, Hundreds of bear appeared at a homestead because some children accidentally summoned too much. This is what needs to come back into Living Story.
To implement this, there would be multiple branches of dynamic events. Lets use a Krait invasion as an example.
There would be four different people. Vigil Warmaster Garland, Lionguard Terra, Sheriff Locke, Militia Joe.
Garland is at Gendarran field. His questline is centered around defending towns. But then he realizes that Kraits are attacking Vigil Keep next. You escort him back to Vigil Keep and Garland’s final dynamic event ends there. The number of Dynamic events vary. 3-5 dynamic events is reasonable.
Terra is in charge of Bloodtide coast and recruiting Hyleks, then she must defeat the Hylek leader to prove her strength. Takes around 3-5 dynamic events.
Same goes for Locke and Joe. Takes around 3-5 dynamic events. This will spread players apart and let players feel that they are taking part of the living story. Kraits invasion events will be at side and requires some dialogue even if it is short. “Help! The Kraits are attacking!” may be good enough because it lets player know they are doing something. Afterwards, someone has to be around to do a long dialogue like every other dynamic events.
These will replace gather 50 stuff or kill 10 kraits. They are boring and grindy. They are what causes negativity over Living Story. If you worry about Grinders, they won’t leave. They will be hiding in Frostgorge doing champ farms.
Dungeons and Instance storylines
I suggest that Dungeons and instance storyline become a experiment ground. Dungeons and PvE is a mess and needs revamp. The problem lies on the design. Dungeons should focus on making Control skills useful and removing Defiant. When the developers find a real solution, they can use their findings and fix dungeons. Instances should focus on making trash mobs feel alive.
tl;dr More quality, less quantity dynamic events. Dynamic events actually telling a story. No more foil random invasions throughout every map. Dungeons and instances are experimental ground for better PvE play.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It’s not negated by that fact. If I chose to walk to a dungeon, I would get kicked within the first 5 minutes because people are not patient. I like the idea that someone said earlier where one person would run to the front of the dungeon and activate a stone that teleports the entire party to the dungeon. Or you could run there yourself. I can’t choose not to use waypoints if I want to kill a big boss or do a dungeon, which is basically the entire “end-game” of GW2.
What is the problem?
Galtrix getting kicked from dungeon parties because he joined them but could not be there in the first five minutes because he doesn’t want to use waypoints.
What would he like his situation to be?
Galtrix would like to not be kicked from dungeon parties.
What are his possible choices?
- He can arrive there first before looking for a party to do dungeons.
- He can use waypoints to travel there and then after the dungeon ends, he can waypoint back to where his character originally was.
- He doesn’t have to do the dungeon.
What are the consequences?
- He’ll have to waste time getting there.
- He’ll break his vow to not use waypoints.
- He doesn’t do the dungeon.
What choices would I suggest to commit to?
- Any of them.
When should he start it?
- Now.
But I do agree with you. Removing waypoints entirely would not be a wise move on Anet’s part. Reducing the amount of waypoints, however, would not break the game in any way. If it were up to me, I’d reduce the amount of waypoints and increase the cost so people would not be so inclined to teleport whenever they feel the need. A large part of MMO’s for me was the journeys you take to get to your destinations. Guild Wars 2 lacks journeys and adventure.
I disagree completely.
Try dying hundreds of time and walk back to where you were. Try dying in a jumping puzzle. This gets annoying.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Use waypoints.
Waypoints aren’t a skip button. You have to pass by them in order to use it. Therefore, you have to see a scenery in order to get there.
Not having waypoints is the same as dying to a boss but it doesn’t have a skip button to the cutscene you already seen over and over again. It is annoying and more games need waypoints.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I am completely fine with his high damaging attacks. They aren’t that hard to get out of the way from.
I am not fine with the insane high hp pool that requires gear check.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You blame sPvP because WvW is lacking something small.
sPvP had fewer updates than WvW.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
make this sig heal for 200 every 2 seconds instead of 400 each second.
With your suggestion, I am so glad you are not a developer.
why?
Warriors have some of the highest armor/hp in game even in zerkers, can deal tons of dmg, able to be immune to dmg for a decent amount of time.they need to nerf this PASSIVE healing signet or at least make it like the ele or theif sig where you have to do something to heal.
Before Healing signet buff, healing signet healed for 200 seconds per second. No one ran healing signet except in PvE because it sucked.
Healing signet doesn’t need a nerf because it has a weakness. It’s weakness is that it’s active healing sucks.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Dunno why everyone kittenes about Healing Signet, yea maybe it should be reduced a little bit but you make it seem to be invincible. If its so good how come I get absolutely murdered by conditions if I dont have berserker stance up?
Probably because you go romping in the AoE like its a field of flowers because you play warrior
Even if he does, you guys seem to exaggerate that healing signet warriors can romping in the AoE like its a field of flowers without dying anyways.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
First set your filter. You want two filters, one that is 8v8 and the other is 5v5.
In the 8v8 one, you want a room that is less than 16 players. In the 5v5 room, you want a room that is less than 10 players.
That is it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Trust Bond- Beastmaster Grandmaster Trait
Description- F2 skills are instant.
This will make 90% of our pets viable.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It dropped to the second page.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
New Earthshaker- Does an 2 second AoE Daze + cripple.
To compensate for the nerf, Unsuspecting Foe gives 50% more crit to Stunned and Dazed foes.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
wow i did not know this. thanks OP. so the hammer, mace + shield stun build is better than I thought.
common sense says if an opponent dodges an F1 skill should lose all adrenaline at least and go on full cooldown. I could not have predicted this.
That will be a buff to warriors not a nerf.
If all F1 skills loses adrenaline no matter what, Cleansing Ire becomes way more stronger than before.
why should cleansing ire proc if an opponent dodged the attack? doesn’t make sense to me.
Because Cleansing Ire procs when you spent adrenaline, not when you hit someone.
That is how Combustion shot remove conditions regardless if you hit anything.
combustion shot is an AoE DoT. cleansing ire should not proc when earthshaker misses for example. adrenaline is expended but that doesn’t mean anything when you don’t hit anyone.
It doesn’t matter about what you think should happen. What matter is that cleansing Ire procs when adrenaline is spent because that is how the trait work.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
wow i did not know this. thanks OP. so the hammer, mace + shield stun build is better than I thought.
common sense says if an opponent dodges an F1 skill should lose all adrenaline at least and go on full cooldown. I could not have predicted this.
That will be a buff to warriors not a nerf.
If all F1 skills loses adrenaline no matter what, Cleansing Ire becomes way more stronger than before.
why should cleansing ire proc if an opponent dodged the attack? doesn’t make sense to me.
Because Cleansing Ire procs when you spent adrenaline, not when you hit someone.
That is how Combustion shot remove conditions regardless if you hit anything.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
wow i did not know this. thanks OP. so the hammer, mace + shield stun build is better than I thought.
common sense says if an opponent dodges an F1 skill should lose all adrenaline at least and go on full cooldown. I could not have predicted this.
That will be a buff to warriors not a nerf.
If all F1 skills loses adrenaline no matter what, Cleansing Ire becomes way more stronger than before.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Suggestion: your own combo field gets highest priority. Others are second priority depending on who laid down their first.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You tell me.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If you play a SD engineer, you can destroy the mesmer by pressing F2-F3-F4.
If the clones is up, that is good because SD bounces.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If you want that fixed runeblade, you’re going to have to ask for collision detection so multiple players cannot touch the same spots.
PvP does not have collision detection. Devs doesn’t need to put collision detection on PvP to know that stacking doesn’t work. If somehow that statement is false and sPvP players can actually defeat zergs through stacking, then we may have to go that far.
I don’t care how it is done. You might say on your next post saying “there are no other ways.” You and I probably don’t even know and every suggestion on how to fix stacking is speculation. But, sPvP/WvW is the probably the best place to research on how to destroy stacking since the enemies are not bounded by AI and it is great material for out-of-the-box thinking. After the dungeon team, if it exist, played enough sPvP, they can use their observation and research to destroy stacking.
There is a difference between stacking and using exploits. Stacking in melee is used for two reasons: support/buffs — offensive, healing, and defensive — have very short range. If you don’t stack, you don’t get others’ buffs and they don’t get yours; and melee does more damage than ranged, so if you’re going to stack to gain benefits, you might as well be doing more damage. One only needs to look at two facts to see that stacking was intended in dungeons. One, buffs are short range. Two, dungeons were originally aimed at coordinated groups of skilled players. If you don’t use those short range group performance enhancements, you’re not being coordinated.
If you are talking about how effective stacking is, then I agree. It is too effective. You can make all the arguments in the world how stacking is effective. That is not my point, stacking destroys challenges and fun.
Second, I agree dungeons were originally aimed at coordinated skilled players. However, stacking doesn’t encourages coordination. Instead, it decreases coordination. You don’t need to move around in stacking, you don’t need to defend healers, you don’t need to CC, you just need to pump out the best dps possible.
I rather have coordination where a mob tries to escape and then a player immobilize the mob while the other player finishes him off. I rather have coordination where mobs is about to finish a player off and you interrupt it from happening, I rather have tanky players getting in the way of the mob attack to save low hp players than garbage tactics like stacking.
What you fail to see is that these mechanics are trivialized through stacking because players do not enjoy the content.
Nobody likes the spider queen fight, the Colossus Rumblus for the heck of it. People trivialize it through stacking in various spots because they want to get it done quickly.
If you want a group that doesn’t – find like minded individuals.
I agree, dungeons are not fun. Destroying stacking itself won’t fix dungeons by itself. I have other suggestions that can make dungeon requires coordination. But before that, stacking must go away. Even if developers redesigned dungeons so that it is fun, all of their hard work to make the dungeon challenging disappear because stacking trivializes the content.
In a counter intuitive way – stacking is keeping dungeons alive – without it I doubt they’d see much activity since the difficulty would be increased severely.
And then what would happen with the overall health of the dungeons and the hard work the devs would put in? It’d go to complete waste – with dungeons becoming ghost towns.
False, Stacking isn’t what keeping dungeons alive.
What keeping dungeons alive is that risk vs. rewards doesn’t exist. If you nerf champ farms rewards, people would migrate to dungeons. If you nerf dungeons, people migrate to champ farms. If you buff champ farms difficulty, people migrate to dungeons. If you buff dungeon difficulty, people migrate to champ farms.
Champ farms have low risk, therefore must have low reward.
Dungeons have higher difficulty, therefore must have high reward.
People like hard content. Dark Souls is an example of that. People just don’t like not being rewarded for that.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What I am understanding is that the scarf clips through the arms.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree.
- Would it be fun when you rack up 16 silver repair fee?
- Would it be fun watching your character get stunned every 5 seconds?
- Would it be fun running a long distance from the way point to the boss?
I don’t think it is fun.
Tequalt update forces the ‘zerker’ meta you desperately hate into the game. Without Tequatl terrible update, bosses can be killed with any equipment. Zerker meta is only used in dungeons where there is no relation to world bosses. Now, to defeat Tequalt, you need Zerk gear to kill the boss faster.
You are right, this will destroy zerging but, at the cost of destroying the content. No one is going to do world bosses when 16 silver repair fee is on their face every single encounter.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
@runeblade
Stacking on bosses is a valid strategy – the fact that you want to consider it an exploit doesn’t make it one.This game could have avoided some of the issues IF the mobs in the game had PROPER AI modeled after sPVP player game styles – like we had in GW1. Sadly that is not and will never be the case.
Stacking on bosses is a mindless strategy. It uses zero skill, zero teamwork, and zero effort to do. It destroys mechanics that dev wants to place for players to defeat the boss. It destroys ranged weapons because it has weaker dps. It destroys the need for control because all mobs are never going to move. I rather have stacking to be invalid so that other tactics can be used.
Ever fought Colossus Rumblus? Players stack under the column to negate the rocks falling. What is the point of having Grast putting up shields if players can just exploit using stacking.
Another example, Destroyer of worlds. What is the point of having Red AoE circles everywhere if no one is going to step on them?
The Spider Queen AoE poison is removed by everyone in the party moving into melee range. Trivializing the encounter completely.
Stacking should be considered an exploit for the overall health of the dungeons. Keep stacking in, and the hard work that developers uses to make boss fight interesting will be negated due to stacking. We can either have dungeons that requires thought and strategy or we can have punching bag mobs that requires only pressing 1 1 1 1 1.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Before anything can be done, stacking needs to be destroyed. It should be considered an exploit. No matter how much interesting mechanics you could suggest, it will all be destroyed by stacking.
There is a way, watch how enemy spvp players deal with a 1 guardian/3 warriors/1 mesmer stacking. Watch how enemy melee players do it. That is the kind of AI we need.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Instead of healing and more healing, we get healing, condition cleansing, and retaliation.
Lol no.
Well of Blood is only useful for retaliation.
Show me a necromancer whirl skill and then I agree that wob is good for condi cleanse.
You forget projectile finishers? I guess so. Bone Fiend is really good at this, since its attacks are two finishers at once.
Water fields are very good at what they do, but it is ONLY healing. I like the versatility Well of Blood being a Light field provides.
20% chance to do combo finisher
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
A villain idea, meaning our enemies?
A Human guardian that fights to protect his little sister. This little girl has vast powers and could summon mayhem.
The Asuran, and the humans have problems with communication with the guardian causing a mis-communication between them.
However, The Inquest is after the little girl as well. The Asurans know too well that the little girl can’t fall into the hands of the Inquest but also, the guardian and the little girl is causing too much havoc and destruction wherever they go. They must be stopped.
The Heroes of Tyria must kill the guardian and retrieve the little girl.
Character personality:
The human guardian is completely stubborn. Sometimes, you will hate that stubbornness. He only wants to be left alone. He just doesn’t trust Asuran to keep his sister safe from all harm. He also doesn’t trust his own kind after the humans tried to sell him out.
The little girl has a motherly attitude even though she is still small. After seeing blood after blood and going through the length that her brother gone through, She can only offer small things she can only do. Feeding him, tending his wounds, giving him morale support. She is the kind of character that you don’t want to destroy bonds.
However, both characters do not know the magnitude of her powers. Anywhere they go, the little girl has to release her influx of power, destroying villages and massacring people. In the game, we would see NPC’s opinions on the little girl.
I like grey area stories, which is why I love Guild Wars 1. Do we capture a little girl to save thousands or leave her alone but risk her killing thousands and get captured by the Inquest?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Remove Scarlet invasions and then replace it with a lore-friendly invasions.
Fields of Ruin would be invaded by Ogres/Flame Legion/etc.
Lonar Pass would be invaded by Icebroods.
etc.
You get the idea.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
1. Control role in dungeons. I want snares, boon removal and interrupts to feel useful.
2. Defiant in dungeons. I want to CC bosses.
3. Stacking in dungeons. It is boring, and it should be considered an exploit. I want real tactics. Stacking isn’t a real tactic. Try it out in sPvP and see if it works. If it doesn’t, then it should not work in dungeons.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Anyone who is a decent player knows how easy it is to just avoid our burst and kite it, by just strafing. Judges does not solve that problem at. It helps us land 25-50% of our burst unless the target just dodges(randomly or not), phase retreats, etc….
And any decent player understand that all professions can miss by the other players kiting, dodging, strafing, phase retreat, etc.
What makes up in lack of control is replaced with anti-burst skills/defense/condi removal.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Instead of healing and more healing, we get healing, condition cleansing, and retaliation.
Lol no.
Well of Blood is only useful for retaliation.
Show me a necromancer whirl skill and then I agree that wob is good for condi cleanse.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant