I think resistance is the unique Rev way of dealing with condis and it probably wouldn’t hurt to slightly increase baseline Rev access to it.
Apply poison in 600 range point-blank area effect on skill use, no CD.
It’s a single skill, it should trigger confusion once.
If there were a way to stop the skill once it activates, then proccing confusion on each hit might be more reasonable, but there’s not, so it shouldn’t.
The other thing is that large sledgehammer nerfs/buffs once every 3 months is just about the worst way to balance a game. Should be small nerfs/buffs once a month, with no changes being more than 10% in either direction in one go.
Now I don’t sPVP much cause I think the game mode sucks but for general WVW roaming and ZvZ, the PT nerf from 20->35 energy, a 75% nerf, has really hit hard.
1v1s that were 50-50 win-lose are now 80-20, and it annoys me to no end that a skill that was really fine in WVW had to be WTF-nerfed by 75% just because of 1 (crappy) game mode.
PT was the defining skill of Shiro and now the legend plays like PT -> auto, PT -> auto, as the opportunity cost of using any other skill is less than the need to be able to gap close via PT. It sucks.
There is no doubt that PT was a bit overpowered when it didn’t have a CD, but the CD and the energy cost at 20 were fine. Even if it were not fine, I think a 75% nerf in one hit is extreme.
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If staff #2 were something decent I think staff would be bearable. The AA dmg is still a bit low IMHO.
Makes sense though since shiro/mallyx is slow for movement.
lolwut? shiro/mallyx is extremely mobile: PT, UA, axe #4.
Whether the limit is 250 or 1 million it consumes the exact same amount of space on the server, so this arbitrarily low limit is clearly all about adding tedium in order to make a few extra bucks.
1 million would takes 3 bytes to store, whereas 250 takes 1. Since the expanders break the 1 byte limit however, the actual limitation is likely either 16 or 12 bits (65k or 4k).
.
In practice, the sb column type is likely going to be an int, so anything up to 1 ^ 32 is going to consume the same amount of space. Even with micro optimising to save 2 bytes per row, 1 million rows is a saving of 2 megabytes.
Point is that it’s an arbitrary limitation intended to cause player friction in order to drive cash upgrades.
. It’s saddening to know that if revenant had an extra advantage from a bug, it would be patched in 2 days, yet this class has been out for 7 months with bugs ignored.
Welcome to the B2P model. Once they have your money, they no longer care about fixing stuff unless it directly affects their income.
Conjure weapons are so unspeakably awful (except for running away in WvW) right now that I doubt they would be missed too badly if they were deleted and replaced with something less constraining and more useful.
Yeah, I think they should be totally reworked. They’re really clunky and the skills themselves are very underwhelming, considering that an Ele has to give up access to their 20 weapon skills and a utility slot to slot them. The traits are also terrible.
The only way I can ever see them being worth using is if conjures replaced only one element’s skills instead of all 20, and one were able to continue to switch attunements while using them.
Even then, I still don’t think they would be competitive with other utilities, because Ele needs utilities to survive, and none of the conjures bar flame sword offer any survivability either.
That said, conjured weapons are in need of a serious re-do.
We have been saying that since the beginning of the game. 3 years later, nothing substantial has happened and consequently, they still suck.
yeah the Sylvari racial elite is better than all the Ele elites.
Agree, this was a bad change. Gates should be immune to non-siege by default if anything.
well, the vote for (2+1)(1+ 2) BLs stands at 69.7% after normalising for the 7.2% undecided, which is a clear majority, but just shy of the (rather extreme) 75%.
As is evident in this thread, I think this poll was poorly constructed in that people who hate either alpine or desert would be split between the 2+1 and rotation options, when I strongly believe that what most people would really like to see is 3 distinct BL maps.
Like others here, if we end up with a 3 month rotation of Desert then I’ll be taking another long break from the game, as WVW is the only reason I play this game and I strongly dislike Desert as it’s too easy for sides to avoid each other, too much running to get anywhere, extremely irritating terrain restrictions. I hope Anet remove Desert from WVW completely and re-purpose it as a PVE map.
Also, why isn’t Edge of the Mists on the table as a BL map?
TBH though, I think all of Anet’s WVW maps are poorly conceived. They all try too hard to create arbitrary obstacles and pre-thought siege locations. The original DAOC WVW maps where all 3 sides had unique and interesting geography was so so much better. Even a flat plain with randomly-generated keep/tower locations would have been better than alpine/desert.
So yeah, I’d really like to see another poll that explicitly mentions 3 distinct BL maps as an option, I’m willing to bet $$ this is what most players really want.
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The obvious options that wasn’t there is “alpine + desert + a 3rd borderland map we will create”.
Yeah the glyphs are total garbage relative to the other utilities. The skill effects just aren’t very useful.
CA still feels clunky to me, lacking finesse, like the skills don’t complement each other enough, and that the form is too structured around just healing.
Meh i run with full zerker with celestial trinkets… just have to be good with the protection/vigour uptime and know when to get out.
I recently came back to the game and after having played some other games it was painfully obvious how tedious it is in GW2 to manage bags and inventory.
There are numerous items in the game that appear to serve no other purpose than to consume space in one’s bank/inventory in order to drive bank/bag slot upgrades.
Moreover it seems that for every 60 minutes of playtime in WVW, I am spending up to 10 minutes of that hour doing little more than salvaging/selling blues/greens/yellows, as well as the almost ludicrous amount of excess crafting materials.
Why set the limit of crafting materials so low? Whether the limit is 250 or 1 million it consumes the exact same amount of space on the server, so this arbitrarily low limit is clearly all about adding tedium in order to make a few extra bucks.
It’s something I never enjoyed when I was regularly playing but after having taken a break from the game it’s obvious how much of my playtime is required to perform this tedious and unavoidable inventory management busy-work.
@Anet: please consider unravelling this tedium and make the game more about fun again. Please.
I want to throw traps again. I don’t know why Anet always insists on taking away fun mechanics in order to balance. As if there wasn’t other ways of doing it.
Ageee, traps were much more fun when they were throwable.
Ridiculously heavy handed and dumb nerf. Embarassingly poor.
This. Almost doubling energy cost in 1 go… doubling anything is never a good idea in game balancing.
Sylvari, because racial elite is great for ele
You’re doing it right. The only reason to go earth is to open with #2 and #4/#5 then fire until dead.
People have been complaining that conjures are crap since the beginning of the game. They simply don’t care.
Another 10 months pass with no fix in sight.
Well D/D has been dead in WVW for a long time – it just can’t take the damage with all the sustain nerfs + low HP.
Doesn’t help either that ride the lightning has been fundamentally broken since the game came out:
http://m.youtube.com/watch?v=DAYiEMR-Rv8
http://m.youtube.com/watch?v=uZZLSh9IQA0
Confirming that yes, spirits were totally ruined by the overhaul. They’re not even unique either, they’re just like traps with procs. Overhaul again from scratch IMHO.
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Reminds me of the sledgehammer ride the lightning nerf to d/d Ele that saw it go from top3 to unplayed in PvP for 3 months.
A good balance team makes small frequent changes, and never by more than 20% in any direction.
What kind of dmg/heal numbers are people seeing from this trait?
Expac filler.
Skirmish idea is very clumsy. A far better solution would be to dynamically calculate and adjust score per tick based on a moving average of the number of active players per server over the past hour as a proportion of the active population of all 3 servers per tick.
eg:
- server A has 2K active players, B has 1.5K, C has 1.8K. PPT.
- server A is currently ticking at 300 PPT, B 100, C 200.
- actual awarded score is scaled as follows:
# A = 300ppt * (5300/2000) / 3 = 265ppt
# B = 100ppt * (5300/1500) / 3 = 117ppt
# C = 200ppt * (5300/1800) / 3 = 196ppt
This is using a basic linear scaling whereas actual performance vs population size probably scales geometrically/logarithmically but you get the idea.
The rest of the changes are good.
LS is dead, and I’m glad it’s gone. It was a poor content delivery vehicle IMO, the content wasn’t very good and was too short-lived in scope.
Besides, the only way to get a real living story is the way EVE does it – full sandbox/emergent gameplay.
main thing for me is that WVW should be more about fighting groups of players rather than cycling through maps taking empty keeps. boring!
i also hate the term nightcapping. it implies some players’ time/contributions are less than others, yet we all pay the same amount. scoring should reflect achievement-to-player-number ratio, that is all. scaling score by a simple moving average of (current WVW pop / active WVW pop) for example.
Sword waa basically unplayable as an Aussie player with high ping, and now it’s usable. Very happy.
I’d love it if the leaps forwards and back could be on separate skills and the current #3 could be second in a chain after the forward leap.
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yeah the animations were probably better before but this is a minor detail compared to the fact that YOU CAN FINALLY MOVE.
Yep agree with everything in the OP, tempest was the worst thing that could have happened to Ele. I was already frustrated with the lack of build options and tempest only made things worse.
Well as a Ventari/Glint main with over 400h on it I’d say that Ryms feedback mostly applies.
Overview:
Some hate it, some like it. Over Beta Weeked Event 2 I’ve spent most of my time with Ventari Legend in all three game modes and I think that I’m capable of providing some good feedback on it.
Ventari certainly feels like a Legend that takes the most skill, certainly the most skill out of all supports in the entire game. The Tablet mechanic is interesting, but often not intuitive. Before I start with particular skills, here’s my list of Tablet changes:
- When using Ventari’s Will, there should be an UI line for the caster between the Tablet current location and Ground-targeted area. This way, caster can see the line Tablet will pass through and adjust it with better idea. (Similar line to ones created by Shovel #2 in Silverwastes when searching for chests). EDIT: After Revenant commands the Tablet, the line should appear for allies, too.
- EDIT: Healing should’ve been more visible. Give Fragments some bonus visual like green “+” above them, and let both Revenant and his allies see the radius in which Tablet healing is effective.
- Ventari’s Will should have 1500 range. Period. Having to click two times just to get your Tablet back is horrible.
- Both Ventari’s Will and Project Tranquility have to be instant cast. Cast time on those is the main reason why Tablet feels clunky to use in my opinion.
- Tablet’s travel speed should be increased. By the time it travels 900 units, you might be dead already.
- Radius of Tablet has to be increased to 300. Healing anyone who’s more mobile than Necromancer or Guardian is terrible experience. The radius is simply not large enough. I often miss the heal by couple units, swearing, because my ally moves too quickly.
- As mentioned, remove the cast times from Tablet management, but add cast times to Natural Harmony and Purifiying Essence. The counterplay is currently in wrong place – you can counter Tablet positioning, but not healing cast.
Now, the skills
6. Project Tranquility - Increase Healing Power scalling on this one. It’s barely noticeable even with full Cleric’s gear. Rest was mentioned above.
For open-world events it’s useful to keep other alive a special note goes to the Triple Trouble event where Ventari excels.
On raiding it’s possible to complete the encouters it’s just that druid and tempest are a lot better.
Yep, this is all good feedback. I’d also make the case that the traits are too healing specialised – needs more synergies with other legends.
Ventari design is great but playability is poor, because it didn’t get the finesse time it needed.
kitten it, I got excited when I saw a red post and realized it’s just a necro’d old post
Yep. Comms from anet devs are that bad.
Or keep the on hit proc but remove the 75% health requirement. Let’s face it though, it’s been a stupidly OP/UP trait from the start. OP versus condi users, UP versus everything else.
yep, and Crystal Hibernation on F6-12 each with unique cooldowns. Also we want that, if Hammer autoattack hits 3 times, the enemy dies. no downed state, simply dead.
This is a stupid post. Hammer too underpowered, it needs bouncing as well. Also, it should give 5 stacks of burning per bounce.
5 stacks of burning is too easy to cleanse, should be 2 stacks burning, 2 stacks poison, and 2 stacks torment as well, per bounce, with a small AOE of say 1K damage, 600 radius on final bounce. Also blocking is just annoying, should be unblockable as well.
I like it. But i have to addmit, it’s too opaque.
Add 50% transparency.
Yeah this would be a nice halfway position. personally I find the ground effect and the audible drone super annoying to the point i stopped logging in.
Pretty decent idea IMO. I think ventari’s basic mechanics are great but having to resummon the tablet each time is super clunky. Either tablet should be permanent, or there needs to be some benefit to offset the opportunity cost of summoning it, which could be as simple as a self-heal or superspeed.
The only other thing would be a reduction in aftercast of the tablet move, and tweaking of the trait line to be more generally usable rather than healbot only.
Yep i think they went too far with condi vulnerability. it’s not much fun to play classes where you’re forced into a cookie cutter build because there’s basically no choice in condi removal.
Yeah, that’s what happens when you build a class around the traditional “wizard” archetype of a low health, low armor magic user, but then give them a weapon set with melee range, give them no effective way to maintain distance due to the large number of gap closers available to everyone, build the PvP game around holding and fighting on very small points, give them no exceptional burst and no additional survivability in terms of skill utility in comparison to what the classes with high hp and armor have.
Typically, games that attempt create a magic user around this type of archetype give them superior damage or superior, but short lived forms of mitigation. It creates a risk vs reward scenario.
But the low hp and toughness of the elementalist really kitten all when it comes to balance as none of the changes to how elementalist work or how other classes work take this into account.
It’s just an arbitrary, unfair penalty against the class for no real compensating value and just something we have to deal with.
If there was any kind of compensation for that low hp and armor ever, it was the celestial amulet, since the jack of all trades skill style of the elementalist meant we could effectively use every stat and get value from it.
This. Ele was balanced around celestial. Add in the horrible elite spec that tempest turned out to be and Ele is finished for me as well.
The total lack of attention to ventari’s usability is pretty disturbing.
This is the worst proposed change. rev is already annoyingly vulnerable to CC, this will make it worse.
Um,..stability on roll+grandmaster bulwark that makes stability double in stacks+adept master traits that generate vigor.
revenant is the most immune to CC.
Because noone would ever think of boon stripping/corrupting before CC/bursting right?
Rev is the most immune to CC versus noobs, sure.
I completely agree with your assessment. But let’s not pretend before HoT there were so many satisfied WvW players by percentage. Many of them walked away over the years for other problems as well. The complaints about the format were endless.
HoT sure didn’t help matters that much is true, but it has major issues long before HoT.
Issues or not, people WERE playing wvw before HoT. There were three way fights EVERY evening in our borderland. Roaming parties were everywhere. Our server, in NA T4 was pretty active.
Now? New BL are dead. EB has one blob at best, abusing pirate ship and hammer #2 rev BS ( that won’t be fixed with next balance patch, proving again how Anet cares about wvw). Commanders gave up. People looking for fights left wvw. I see more and more wvw’ers in pvp.
Myself, I couldn’t even imagine putting a foot into pvp before HoT. Wvw was my GW2 life, as same as my guild mates and a lot of people I used to play with prior HoT.
Anet ruined it. They didn’t listen to beta testers feedback, they pushed stupid things like automatic upgrades, more pve events, banners kitten, stupid map gimmicks. Balance is out of control.
HoT destroyed WvW.
Yep, I think that much is certain. Participation on the BLs dropped like a stone after HOT. It’s clear Anet doesn’t understand WVW.
It was a stupid trait from the start – OP versus condi specs and close to useless everywhere else.
The mender’s amulet is coming out which looks good for a Ventari/Shiro build. Ventari just needs some charge times reduced on its skills.
No. Ventari is easily focused and killed, due to no stunbreak and weak personal sustain. Having to resummon tablet after every legend swap is clunky and results in too much unproductive downtime.
The idea of ventari tablet is great but implementation lacks the required finesse to be playable in anything other than static PVE situations, and even then, druid and tempest do it better.
Yeah it’s too much boon conversion buffing in one hit