I avoided that thread because literally every post about PvE is saying “theres no teamwork in dungeons because all you do is stack.”
People claiming to know about dungeons. When they literally know nothing.
Well a strong auto attack is essential to some PvP builds. :P
Low AP players that are likely to be beginners have less than 1k AP. So any AP requirement higher than that is silly. AP requirements in general are stupid. There are better ways to identify inexperienced players in your groups.
I usually run power in sPvP. Dagger/wh and i used to run staff on second set. But now i just go for an offhand dagger. It works out better because i dont lose my access to the dagger auto and my extra heal (dagger 2).
Ive never had a problem with being kited in sPvP. If you position properly, LoS and stay on point this shouldnt be an issue. You also still have DS for ranged pressure. Thats more than enough to deal with most situations. The only real danger is longbow rangers. But those can be dealt with through positioning and LoS. A staff isnt going to do much to help you in those situations.
Whatever staff does it can be replaced. Its seriously overestimated in sPvP. This is all subjective. And its a matter of opinion. Im just saying what i feel about it and how i dont feel it adds anything of value. From my personal experience ive never actually gained much from swapping to a staff in sPvP. 9/10 i would have been better off staying d/w.
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But then the problem resurfaces once masteries come out. :P
I like the idea of adding them to hobby mastery. Or the daily dungeon chests. Or just increase the drop rate in boss chests.
The problem is not that its useless. Its that once you swap to it you are stuck on staff for at least 10 seconds. The 3 high cool down marks are the only decent skills. Once those are gone its a moment of “oh kitten what do i do now, i want to be back on my dagger”. Which is why id rather run offhand dagger to replace putrid mark. Dont need the fear because i have warhorn daze and doom. The chill can be done by dark path i suppose. So yeah its difficult to justify the staff when its utility is pretty much just copied stuff we can get elsewhere. Theres no actual strong unique utility on it. Which is kind of sucky.
I did the simple test and it gave me same numbers on LB. Anyhow if this true then why no one reported this ? why anet ignoring this?
Because it isn’t a bug.
I do actually think it should be fixed for clarity sake to be fair. DS should have its own independant weapon power.
I might one day give it another try. Got too many to watch at the moment though. :P
Yeah most of those are from before the patch though. And you havent used them. x)
Well there was other things but i can usually overlook those issues if it looks good. Unfortunately that wasnt the case. I usually give them a few episodes before i judge. But the visuals were so bad i didnt even want to do that.
If you have Netflix, go watch Knights of Sidonia :p
That CGI anime? I dropped it after the first episode because the bad CGI annoyed me too much. That and im not a fan of mecha animes.
I like how you think you know what i mean better than i do. Id really love to know what goes on in that warped noggin of yours.
If you can prove to me PvE and PvP is balanced equally, with examples. I will admit i was not as objective as i could have been. I wont claim im not biased towards PvE balance. That doesnt mean i cant be objective about it.
Whenever ive PvP’d and taken a staff. Ive found that i pretty much never switch to staff. And whenever i do i almost always regret. Honestly no clue why i even still run it in PvP. WvW its fair because its ranged AoE spam. But sPvP…. Nope.
Staff doesnt really have a purpose. Its a bad weapon. I suppose the only real purpose is the 1200 range and the two handed weapon power for DS.
Personally i think spirit shards should be available in all parts of the game. Just like they were when they were skill points. Unfortunately they basically got removed from one part of the game. Id consider it more of an oversight more than anything.
Spirit shards are needed for crafting ascended, legendaries and unique skins. With them no longer being rewarded through levels or dungeons our supply is going to eventually dry up to make them quite a rare commodity.
I have 250 at the moment. But im considering using them to make some gold. But then i worry about how im going to get the shards i need after HoT comes out. Even if i keep them im most likely not going to have enough for new HoT skins and legendaries.
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You only teleport 1200 range so make sure you are within that range when you teleport. Theres not really any tips to give. Other than specific blink spots for getting up ramps and stairs quickly.
You are clearly still failing at reading comprehension.
Spoj’s statement is incorrect because he thinks they’re balancing for PvP instead of PvE.
No where in my post did i say this. I said they balance with a priority towards PvP over PvE. And I gave good reasons for why they do it. If i was on the balance team i would probably do the same even if i preferred to do the opposite. Because logically it is the right decision.
There is plenty of evidence to support this.
I also dont appreciate the insinuation that i can only think within the one gametype im most involved in. That is simply untrue. I dont play much PvP or WvW. But i do understand the balance behind it and follow the balance decisions quite closely. This is one of the reasons i can confidently say they prioritise PvP balance over PvE. Being a regular on the dungeon subforum doesnt mean i dont read and post on other subforums. I do get out of my own subculture. Thank you for the false assumptions once again.
This has nothing to do with my own needs. Im looking at things objectively. I stopped caring about PvE balance a long time ago due to their lack of ability to address the necro. I no longer care what decisions they make because i have accepted they will probably never satisfy my personal desires for balance. This is why i can look at things objectively.
Little advice for you. Dont assume. They say it makes an a** out of u and me.
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Yeah but you wouldnt have it while in combat and fighting. So it is kind of stupid.
You should have joined and asked.
Why would you need to tell them when you can solo them?
No it just refreshes on the priority targets.
It has an AoE cap of 5 though. And it prioritises allied players over pets and minions.
I’m not looking for a fight, I’m trying to promote considered thought on the subject as compared to the destructive cycle of outrage folks like to engage in.
Right…. Falsely claiming we have a hidden agenda and completely failing at reading comprehension would be a more accurate description of what you are doing.
Yeah i would be in support of that. Id also be in support of unholy fervor being 10% on vuln foes instead of just for axe skills. But apparently necro has too many damage modifiers.
A guard group can get perma fury with new inner fire. There really is no reason to nerf fury on the elite. It wont effect the guard group at all. On the other hand it will make the skill quite weak for regular groups that dont have a lot of fury. I think the fury should stay.
And yes would have loved a trait which gave 10% damage while standing in necro wells. Also make sure its broken. Necro would have a brief time to shine instead of the guardian. :P
Yeah its too strong right now. But only by a little. I think you are underestimating how big a hit it would take if the cool down was just raised by 10 seconds.
This really needs exposure to the community to be honest. Its such a huge change but most people arent aware of it.
They get bugged on the root by the door or the tree. Its always terrain related. Theres no reason for an exception. We can just enforce the rule in future. Or say “screw it, it doesnt matter” because these 2 enemies are no threat anyway.
Also completely ignoring length of an average fight. Timewarp has 10 second duration. Which is a significant portion of a boss fight. Which means the low uptime is not really an issue. On the otherhand feel my wrath is quite short so having such a low cool down and better uptime is justified. Also slow is overpowered.
Feel My Wrath isnt that strong on its own. Its only 5 seconds of quickness. Which isnt that much at all. Making the cooldown 40 seconds would probably be enough of a nerf to stop the guard spam after symbol stacking is fixed.
But what happens when a lvl 80 and a lvl 40 attack the same mob?
I do think everything should be level 80 though. Especially dungeons. If anything we should be scaled up to 80 or just make them 80 only.
So PvE balance is only about speedclearing? Explain that to the people abusing the guard symbol stuff on tequatl. If theres imbalances in PvE they should be addressed. They are often ignored for long periods of time because PvP is more important for them to balance (apparently). This has nothing to do with speedclearing. And if you honestly believe they balance all gamemodes fairly and equally you are seriously delusional.
The only reason you can possibly have for bringing speedclearing into it is that speedclearing is often the cause of discovery of most broken things. Along with the place where players are most likely to fully abuse said broken mechanics without restraint. It also involves a controlled instanced environment which makes it much easier to identify imbalances such as which class is good and which is bad. But dont make the mistake that it has anything to do with speedclearing. It doesnt.
Look at this way. Anet probably balances PvP with higher regard to tournament feedback and data. But they arent balancing tournaments. They are balancing PvP as a whole. Tournaments just happen to be the high end and the extreme where its easy to identify the problems. This is Just like speedclearing is to the whole of PvE.
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Someone else can approve it. I honestly dont mind. Im just not going to take the blame for inconsistant approvals.
Well i can approve it. But then ill just be accused of not doing my job properly and have more people request i step down.
It is entirely possible that it is intended to stack. They just didnt consider people having this many symbols going on at the same time (would be pretty stupid if this is the case). So they may fix it to a flat 10% or they may keep it as it is but cap it at 3 symbols or something. Theres no way they will leave it in its current broken state though.
Did i say anything about speedrunning? Nope.
Not explicitly, no, but the tone and focus are pretty blindingly clear.
Well then you have a serious problem with reading comprehension.
They should bring back the old regen it had on release.
Tryhard? Nah, quite the opposite really. In a half decent, experienced zerk party you pretty much switch onto autopilot and breeze through. By the time the chest at the end pops it’s like ‘Wait, we’re finished?’ Lol. ‘Trying’ is the exact opposite of what those groups set out to do.
The golden rule with PUGs is that the majority rules. Casuals shouldn’t reasonable expect a speedrun to change to accommodate them, nor should a Zerker expect newbies or chill players to rush through the path. Of course, only one of these types of player tries to barge into the other’s groups and then kicks up a big fuss about it on the forums…
Just because its easy doesnt make them not tryhards. The fact that they feel its necessary to blacklist certain classes instead of just requiring berserker gear proves that they are tryhards. A single necro wont slow a run down much at all. Especially when people know what they are doing. Obviously it gets a bit silly when you have 3 necros and 2 rangers but even then its usually not worth fussing over.
Casual trios with decent players (taking a necro along as well) can be faster than your tryhard LFG groups.
@Archon
Necros are still terrible in dungeons.
But anyone that cares that much about 1 necro in the group has absolutely no clue. And they are probably more concerned about the fact that the necro wont be able to carry them like another class would and that they will actually have to pull their weight to a slight degree more than usual. As long as your group has everything required covered there is no reason to blacklist a certain class. That basically means all you need is might, projectile defence and maybe stealth. Which can be completely covered by 2 players total.
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So balance around a stupid mindless farm? Yeah that makes perfect sense. /s
Also why cant you just use staff instead? Exact same skill.
Yeah they havent been reset yet.
Approved.
Approved.
Unfortunately i cant approve this due to the rule 11 breach. But its a really nice record. :<
I can put it in the unrestricted category but then you wont show up because you will be competing with 5 man teams.
You are using the wrong word. You mean to say elitists.
Nah hes correct. Those are tryhards.
Did i say anything about speedrunning? Nope.
The balance team does not care about PvE. Balancing PvE is not their priority. Because lets be honest. What does it matter if a bunch of AI is facerolled by various mechanics. On the other hand it is a big issue for PvP. Because thats creating an unfair playground where some players the are victims of such abuse. There are no victims in PvE other than NPC’s.
Its fairly obvious why they hotfix PvP stuff quickly and leave the PvE stuff for months. Because it doesnt matter. Also the balance team are PvP focused players because they have to be. They wouldnt be on the balance team if they were PvE only. Its sad that it ends up with such neglect in the larger gametype. But i can see clearly why it happens.
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I hope thats a joke.
Scholar would definitely be optimal. Most pug groups have a phalanx warrior these days so might is completely covered. And even with scholar the might generation on the dagger build is fairly decent. Strength runes are wasted on anything other than the DS build when you are soloing or your group isnt providing any might.