Yeah i think the main appeal is in fractal groups or longer fights though.
Well i used #3 skill today and didnt get interrupted by the stun. Didnt check if i had stab ticking or not. Just know it was still working. So display bug? Or OP just blind?
Its all going to change so no point using current condi data. One thing i dislike about this. Condis are a real pain in the kitten to calculate damage for.
Pretty sure everyone in every gametype is against this change.
If epidemic becomes a thing then yes necros could be good. Plus reaper + dhuumfire and deathly chill could actually be one of the best condi builds around. Obviously base necro will still be weak for pure condi damage.
Yeah and i fully support that ruleset. Its like we damaged the community beyond repair with our split rulesets. Its frustrating.
Would people really stop doing records just because a few jumps + extra portals become possible? I doubt it. Most just follow the rules as they are. People have their own personal opinions. But very few would outright refuse to compete just because they dont agree with a rule or two. I understand this goes both ways. The reason i bring this up is because of lack of consistency, clarity and a community split between two rulesets.
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And the people who want to do restricted records end up exploiting anyway. So its more of a case that people dont know what they want. Which is what ive been saying since the beginning.
Personally i would enjoy a decent middle ground. And thats kind of how it was until we created the two rulesets way back when. I think the rules went too far when that happened. We should have just banned consumables and said all bosses must be completed (to address the p3 stuff that happened then). But instead people wanted to go rule crazy and split the community.
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I think the condi stuff is all fine and good for the game.
The leap stuff doesnt make sense at all. It seems like they did it just to prevent superspeed leap exploits or something. But now mobility is totally trash because swiftness wont help and you cant counterplay it with snare conditions. Its a bad change from every angle.
Its still big damage on skill use. Theres just a small portion thats a constant dot. Thats a good change. It makes it half decent in PvE at last.
Except you cant finish off people with AOE so its rather pointless. You are only going to be able to use single target attacks after the snare. So a hard snare from dagger 3 is better than a soft snare from axe 3.
Zerg is a zerg so it makes almost no difference. For groups dagger is better. Ive played enough WvW to at least know that much. x)
The condition changes are good. Dont really see how the confusion change is brainless.
The movement stuff sucks though.
The developers made those dialogues and cutscenes for you to listen and watch them. Its no different when you look at it like that.
Also just look at the CM p2 records. Dieing and running to the boss before mobs spawn, blinking through a floor, getting turmaine stuck near the tree and so on. Yeah theres no way what is and isnt intended can be used as a valid reason. As weth said to me earlier. Its not about whether something is an exploit or not (intended/unintended). “It can be a good exploit or a bad exploit”. But why do people consider jumping over a door worse than breaking/teleporting NPC’s and skipping/exploiting triggers? I dont understand it at all.
I agree the NPC exploits are cool and add to the records but they are far more exploitive than a harmless jump in my opinion.
I think the dialogue vote will probably be in favour of allowing the exploiting of NPC’s. Its been done in all recent records so i would find it shocking for people to vote against it.
Can i ask just why people are so opposed to the CoE door thing and not all the others? Saying its unintended isnt really what i would consider a valid reason. Theres a lot of unintended things we do and allow and some could be considered far more exploity than the jump (breaking trigger thresholds, blinking through floors etc). Nothing is broken or exploited with the jump. It has no effect on anything other than the position of the player. So whats the reason?
Why would you fail the bombs in a record?
They didnt offer swaps when they nerfed crit damage. They wont do it this time. Especially as this time it effects a much smaller amount of people and barely effects the builds.
The difference is that didn’t actually change anything. Zerker was still the highest crit damage build, assassin as still the next highest, etc…
These changes have the potential to make armor sets no longer viable. A one time stat swap seems reasonable to me. If you are happy with your set up just save them or use it to change to the same thing. If you are unhappy with the new system or your build was nerfed to oblivion, or your set up was reduced in efficiency, this will let you not have wasted all that effort. All ascended equipment is account bound so it won’t have any effect on the market, and it can’t even be salvaged so no problem there either.
It did actually change things. I had some assassin armour pieces for some classes. But when ferocity and crit damage was nerfed it meant that berserker was better. So my crafted assassin pieces went to waste (warrior went from mixed to full berserker).
It was minor and only really effected min maxer’s so they didnt do anything about it. This issue is pretty much the same. So they wont do anything.
Well yeah both A and B restrict CoE.
It looks like most people are voting for blockades dont have to be opened. Which means all of them would technically be allowed. Which simplifies things.
Other rules prevent the problems tied with skipping ahead.
They can run WTS on an older version of the game if they need to.
They didnt offer swaps when they nerfed crit damage. They wont do it this time. Especially as this time it effects a much smaller amount of people and barely effects the builds.
Replayable engaging content with good rewards.
So fractals with fixed rewards. And better dungeon and raids. :P
I dont know why you keep using your guild as an example. Its obvious its a certain type of guild that has a much more casual playerbase. Which are the sort of players that try things once then move on to the next thing.
Actually I’m willing to wager that most of the playerbase is even more casual than my guild. They log in, kill a few things and log out. Some players probably never set a trait.
Do you have any clue how many people solo and never join a guild. Most of those people don’t do dungeons either and they usually make up a bigger percentage of the player base than we expect.
When you add up all the people who don’t do dungeons, soloers, casual people, people who only WvW or SPvP, RPers, I’m guessing it is a significant percentage of the playerbase.
And why would the developers build content tailored to these people? They would try it once (maybe) and then move on. These players arent fully invested so its a risky move to tailor content to them. Im sorry but i dont think you understand how groups are prioritised for targeted development. Its not just about numbers.
A game would live a very short life if devs made decisions purely based on population numbers. Anet finally started to see a decline and many complaints right before the HoT announcement as a result of the lack of content aimed at veterans. Do you think veterans and the people making those complaints are the majority? Nope. They arent but there are enough of them for anet to be concerned.
The last comment you made is completely moronic. Of course if you add all demographics up except for one its going to be a huge majority compared to the one you excluded. Thats not an arguement.
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I dont think ive ever been in a situation where i cant reach an enemy in WvW where an extra 600 range would help. If you cant catch someone with dagger, axe isnt going to help much either. In a large scale fight you are going to want dagger and staff because of cleave, range and aoe. (the only type of fight i would say you dont want to be near someone). I cant see a single valid use for axe. Its not worth taking just for skill 3. No matter how good that skill is.
Not true at all, 600 range often means you get to burst someone down as opposed to standing inside red circles of death. Or to finish people off, say a downed Guardian who’s going to do aoe knockback if you get within melee range, you could safely burst the singled down without getting interrupted. 600 range really do make a huge difference in group vs group or ZvZ situations in WvW.
Between lag and red circles of death, a necro may find it difficult and unwise to get within range to utilize dagger properly. Where as if you use axe/focus combo, focus 4 + axe 2 is a very good combo burst that does not require melee range. You can easily pull it off after the zergs clash, right after you DS 5, 4. Any power necro that do GvG/ZvZ in WvW should take axe as swap to staff, and rotate through the weapons accordingly. Only time I’d recommend dagger in WvW is if you are solo roaming or doing small havoc gank groups.
I’d love to see axe get better, but it’s really a preferred choice for power necros in WvW as a swap to staff.
“Burst”. Yeah axe does not have any burst. Dagger has 2 600 range skills. So if you cant kill or snare with those then its over. The snare is better on dagger than on axe. And the 2 is nearly the same damage. I really doubt that 600 range auto attack is going to make the difference. Chances are you will use lifeblast after you use axe 2 and 3. So why are you using axe in the first place when you can use dagger 2 and 3, maybe catch up and melt their face? Or dont catch up and do the same as you would on axe (use DS). They do the same thing in that situation.
So does every other necro weapon except for lifeblast and staff auto. So its not really an advantage. :P
Its most likely planned for two weeks away. They wouldnt make a blogpost about it if it was still over a month away. Obviously its possible it might get pushed back if they cant meet the deadline due to QA and last minute tweaks.
They dont necessarily need to show all the revised traits before the patch. It would be nice and they could easily do it via a forum post in the next week or so. But i kind of expect us to get them and then give feedback while seeing how things work in practise. And then they will use that to rebalance before HoT.
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Yeah technically axe 2 is slightly better for damage than dagger 2. But generally speaking its about the same. Its not worth noting the difference.
Still dont see how ghastly claws can outperform anything. It has lifeforce going for it. Thats it. It hits like a wet noodle.
I dont think ive ever been in a situation where i cant reach an enemy in WvW where an extra 600 range would help. If you cant catch someone with dagger, axe isnt going to help much either. In a large scale fight you are going to want dagger and staff because of cleave, range and aoe. (the only type of fight i would say you dont want to be near someone). I cant see a single valid use for axe. Its not worth taking just for skill 3. No matter how good that skill is.
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I dont see any problem with that. You still have to wait for alpha to activate before you can kill. And the last door before the laser room doesnt open until after he is dead. So all it does is create a split for a slight time save. This is the kind of strategy that is used in countless places in other dungeons.
This is all assuming people vote to allow getting through blockades. :P
Which way do I have to vote to be against people jumping the door to the first alpha?
Vote for B on the second question?
Things like that are exactly why we are doing this. The CoE door jump is completely within the bounds of the map and would be considered legit apart from rule 6 in its current form. But people were against that because of alpha. But we can simply add to rule 11 clarifying that you cannot engage inactive bosses. Then the issue is resolved with a more consistent rules.
If your issue is just wording then feel free to suggest adjustments.
Lets be honest both weapons are bad for the back line. You just sit on staff or in DS for that anyway. The point is dagger is far superior when you do get close. And that is going to happen sometimes.
Lifeforce isnt really an issue in WvW as far as i remember. And you have it on dagger auto anyway. Axe 3 is like the only advantage. But its insignificant when you consider how god awful the rest of the weapon is.
I mean sure you can choose to use axe and try to justify it any way you like. But the weapon is beyond bad and thats not going to change unless it gets a rework.
Even if dagger is melee its still vastly superior to axe in WvW. Dagger has two ranged skills that are the same range as axe. Dagger 2 does the same damage as axe 2 but it also heals you. So yeah there really is no reason to use an axe ever. Unless you are abusing the weapon power + axe training for DS damage. But after axe training nerf axe will be gone from “viable” uses. And it will be staff/gs for DS weapon power abuse.
Erm. If you want to kill things faster you build more damage. Its working as intended. Deal with it.
What about D1 target limit reduced back to 1, but 2 turned into a facing/cone based aoe channel? Reshuffling its focus back to 1 target while making the 2 survival when outnumbered?
Theres no reason to nerf the auto attack just to fix the 2 skill.
Like Bhawb said. 2 just needs a channel time reduction. Give it the same treatment ranger longbow got.
@Sagat
Clearly there was a misunderstanding between you two. And i just got involved and made it even more confusing. x)
What it looked like was flow responded to one aspect of your suggestion and outlined the overall problem. You then responded with something while assuming your solution was being considered in his post (it wasnt). Which lead to the confusion.
You just said noone used warhorn in PvE. Flow quoted you saying that and told you thats not true. Now you are saying use BW. Contradicting yourself?
No condition necros use WH in PvE.
Which was entirely flows point. You are forced into using warhorn for a power build and theres no trait for a PvE condi build.
What you find out when attempting to solo or duo a lot of this “faceroll content” is that it isn’t that easy afterall and if you don’t play well you die very quickly in Berserker gear.
Of course it’s supposed to be difficult to solo/duo, because the content is meant to be balanced around 5 man teams. IMO the fact that dungeon content can be done solo or duo at all suggests that it really isn’t as challenging as it should be.
Exactly which means the problem isnt berserker. Its the difficulty level. Fractal bosses at scale 50 are much better balanced for 5 man groups.
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You just said noone used warhorn in PvE. Flow quoted you saying that and told you thats not true. Now you are saying use BW. Contradicting yourself?
I get gloves all the time.
But is it berserkers?
If it is. Then wtf at your luck. x)
kitten :<
If you are playing dungeons, you are one group out of many doing the same content. As an individual player, you can always be replaced by someone else.
This makes literally no sense. You are one out of five in a dungeon so of course you have a bigger impact on the success of the group. On the other hand in a zerg you can just AFK and they will still succeed without your contribution.
Pretty sure im being baited. But meh.
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Yeah. No thanks.
Im fine with them incentivising the clearing of trash mobs through bonus loot or bonus rewards at the end of the path. But forcing it or adding annoying gimmicks is a bad idea.
The instabilities should just be scrapped altogether. They werent fun and only a few were challenging but that was because they were just incredibly punishing in certain encounters (43/44 vs imbued shaman). They can do an optional perk for extra rewards system if they want to keep the instability effects. But otherwise it was a failed system.
As to your actual question: You can contribute to any kind of content no matter its scale. As I’m assuming you are referring to the higher potential impact the individual has on a smaller group, I’m going to answer with this: If you are playing dungeons, you are one group out of many doing the same content. As an individual player, you can always be replaced by someone else.
What? Are you trolling?
Not really as far as im aware. All the serious exploits are major map glitching but those involve boss skips and the like anyway. So they wouldnt really be allowed/used as long as events are completed in order for the restricted ruleset.
I dont know why you keep using your guild as an example. Its obvious its a certain type of guild that has a much more casual playerbase. Which are the sort of players that try things once then move on to the next thing.
I have a “wierd” request for one of the EU speedclears guilds. I’m in a pretty small PvX guild so most of the time I end up pugging or running with my guild in a casual manner. I’ve proposed to do a meta tour and got some people interested in my guild, but my actual experience is limited in running with an organized meta party (i do enjoy watching record runs and stream tours).
My request is if someone would be interested in taking me to one of their tours to teach me so I can teach my guild. I’m an average player so I expect to get scolded but I promise I will be a good student.I generally use guardian, ele or warrior. I would be able to join on teamspeak but don’t know if i would be able to talk.
Bare in mind actual tours are usually a little more casual/flexible than what you see in records. And different people do things slightly different. Its more about going as fast as possible without pushing too far into the boundary that would cause you to maybe wipe for attempting a risky strategy. And some compromises are made to get extra champ bags. For example killing TA forward bonus vine + guard and SE p3 double champs before endboss.
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Yeah i personally would consider the burrow optional and so it shouldnt effect any of the rules.
As to the NPC dialogue stuff. I like the intelligent play used to do that stuff. But i always felt it fits more with unrestricted. But it looks like by the current votes restricted is going to become a little more lenient. Which means it wouldnt be a bad thing to allow npc dialogue abuse if thats what people want.
Id assume events is all intended mandatory bosses. Obviously there are bonus bosses and optional events that do pop up. Those wont count.
dps is for pros
l2p