Ive noticed they appear when you go to starter zones or unpopular lower level maps.
Yes stats should never have been implemented. But its too late now.
And the point of stats in this game is not to change the way you play. Its to change the effectiveness of various passive parts of the system. Its a build supplementor. Not a build changer.
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I dont see how that proves that necro isnt still underpowered and bottom tier in PvE. Just consider how few options and how far the necro has to go just to get through content like that compared to other classes and you see the problem. Most classes can just change a few small traits, slot some defensive utility or change weapons whereas necro has to go all in for stupid stuff like lifesteal to sustain and defensive gear to supplement it because they dont have any active defence. Not to mention the time it takes to complete content when you are forced into such innefficient and unfun methods.
And that doesnt even begin to cover the whole necros dont contribute in a group issue.
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I’d be interested in the quote about the combo field selection, I can think of other reasons it’d be iffy, so I’m curious to see their official reasoning.
The listed cons.
and now regarding gw2, the game is 100% casual and as easy as it can get. would it really matter if a little bit of content wasnt for people who dont like the requirement of intelligence to beat encounters?
Calling the significant part of the population not intelligent is …
Advocating for the content my DVR can play better than any of the “elites” (perfect playback) is just waste of resources. /s
Actually the devs have explicity called the majority of the community too stupid for certain features. Although not quite as bluntly. Im referring the the idea of allowing players to select combo field priority in options. The devs said they decided not to work on implementing such a feature because the skill base of the majority of players is too low. And most would not understand how to use it.
lava font
)))))))))))))))))))
Fact 2: The GM trait that gives 50% crit chance when under Fury means in organized groups with permanent Fury and Banner of Discipline the Rev can get to 100% crit chance without going deeper than 2 into the Precision Line.
Wrong fact there, the trait does NOT give 50% crit chance for fury, it gives 50% MORE crit chance and since fury is standard 20%, that mean you get another 10%, ie fury will give 30% crit chance
That isn’t how it worked in the beta. But nice try.
If it really gives 50% MORE crit then there is really no point is rolling any class other than revenant. Might as well just remove them at that point.
Necromancer already has an identical trait (50% crit chance boost in Death Shroud) and it has done wonders for them in the PvE meta.
…
Obviously his comment makes no sense for other reasons. But this trait is clearly vastly superior to deathly perception. Having perma fury is much easier to do and allows you to get the bonus everywhere. Compared to necros having to camp DS which is really limited in options and isnt even the absolute best source of damage.
I was making that point that the trait in a vacuum is meaningless. The necro trait, while not identical, is similar enough. It’s similar enough that if the Revenant version was so OP that it would make 5x Revenant meta you’d think that it would do something for Necro. You seemed to interpret that I was saying the necro trait is amazing, but my sarcasm went undetected; I was saying how irrelevant the trait is.
No, I did detect your sarcasm. I just didnt like to leave it unsaid because in reality they shouldnt be compared due to how vastly superior one is to the other. I felt compelled to say something even though i knew you didnt need to be be told specifically. Forgive me. :P
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If you are gonna make a durable minion it needs to be stronger than flesh golem. If you compare flesh golem to earth/ice elemental it melts like butter.
Condition duration is capped at 100%. A few traits bypass this because of base number increases etc. I doubt they will increase the cap.
Fact 2: The GM trait that gives 50% crit chance when under Fury means in organized groups with permanent Fury and Banner of Discipline the Rev can get to 100% crit chance without going deeper than 2 into the Precision Line.
Wrong fact there, the trait does NOT give 50% crit chance for fury, it gives 50% MORE crit chance and since fury is standard 20%, that mean you get another 10%, ie fury will give 30% crit chance
That isn’t how it worked in the beta. But nice try.
If it really gives 50% MORE crit then there is really no point is rolling any class other than revenant. Might as well just remove them at that point.
Necromancer already has an identical trait (50% crit chance boost in Death Shroud) and it has done wonders for them in the PvE meta.
…
Obviously his comment makes no sense for other reasons. But this trait is clearly vastly superior to deathly perception. Having perma fury is much easier to do and allows you to get the bonus everywhere. Compared to necros having to camp DS which is really limited in options and isnt even the absolute best source of damage.
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Just having those items in the hero panel would be nice. Save some more bank space.
Confusion meta in HoT. :>
Probably still berserker though.
The main reason speedruns and various game videos have alternative music is because we dont record sound. If we recorded sound you would get teamspeak commentary. The music chosen for videos is just personal preference and theres no need to disrespect peoples tastes.
Also many people dont play with ingame music and have sound effects very low. There came a point where i got bored of the ingame BGM so ive almost completely muted my game. Also makes it easier to follow conversations in teamspeak if there isnt blazing sound effects drowning everything out.
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Minions and other pets automatically draw aggro. So it would only be PvP relevant.
Sounds like a nice idea regardless. Maybe the better idea would be to change shadow fiends blind to a taunt. Then it would be more useful.
It does have its place. Just not in groups that want to go as fast as possible.
Thats not true. Every one of those platforms could be solo’d easily. The only awkward one was the one you have to hit from behind. But even that could be solo’d. The truth is entire groups failed because they had never done anything other than spam 1 and follow a zerg before that.
I just remembered the one where you lured it into the mines. Thats the only one you might have a point on. However the damage requirement to kill it was really low. So even when a total idiot was kiting it was still possible to succeed and carry the platform.
Its still a team game, you cant win on your own, but how well you played actually has more to do with success or failure than other content.
In a team game, I cooperate with my team. In marionette, I sat around watching a completely unrelated team’s failure count as my own.
Oh that was so much fun! Takes less than 30 seconds to solo your own platform. Then the high quality comedy show begins. Shame it was only funny the first time.
Molten lodestone is 90 silver. Thats not double and 2.3g still seems a bit low for a fractal 50 dont you think?
I think that compared to dungeons, fracal rewards are much worse and this should change.
Well, considering that a fractal 50 usually takes about 20 – 25 minutes max, the rewards are actually not that bad.
Ahahah
Do you have the right traits, sigils and are you stacking 25 might? If you are doing it exactly as the videos show then you should be atleast getting close to what they are pulling off.
Please prove they are not equal then. Because ive seen more evidence of passive defence being far stronger than offensive stats. Simply because there is no skill/knowledge requirement to succeed with passive defence.
And i know that didnt make sense. It makes as much sense as the opposite idea. Which is why i brought it up and i do recognise the parallels (im not stupid). I could of expanded it and said defensive stats should boost weapon damage but decided not to take the mockery that far.
But your idea is completely baffling to me. “I have passive defence so i can take extra hits so i need the ability to avoid more hits!”. Yeah thats a really logical train of thought.
It just looks like you want two extreme opposite spectrums. Invest in defence and you are immortal. Invest in offense and you do loads of damage but cannot survive at all. I really dont see how this is a good direction. Its forced diversity which destroys the current “everything is viable” philosophy.
And if you are actually saying active defence remains as it is for glass but is stronger for defensive stats. How can you get more effective than full damage mitigation? And how can you justify breaking the passive offense vs passive defence balance we have now just for a slightly more obvious incentive for gear diversity.
By the way if you dont nerf base active defence for glass gear then your solution breaks balance between spectrums by making defence too strong but doesnt solve the glass meta dominance. And if you do nerf base active defence then you destroy anets “everything is viable” philosophy. So whats the point in it? What are you trying to do?
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Thats only because all 3 offensive stats work really well together. And defensive stats dont quite do this as well. The fault is having very high vitality works against healing and sustain. However having high defensive stats is incredibly effective overall. You should know this if you have ever played in nomads. You are practically immortal already. You dont need more active defence. And by making defensive stats give more than they currently do will seriously break the balance. Its giving them way too much of an advantage.
Berserker is the high end choice because it is the fastest. People value speed and want their rewards faster. Thats all it comes down to. If people didnt care about time then there would be no complaints. Its the most effective because time is what most people value. For people that value safety as more important then defensive stats are far more effective. And perfectly balanced in comparison. They just serve a different role which is less popular. And theres no way you can fix that. We all have time restraints of some sort.
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Did you ever realise you dont need to dodge as much if you take toughness and vitality. And its more important to dodge if you take glass gear. If you are going to make stats effect active defence why dont you do it in a way that makes sense from a risk verses reward perspective. Precision gives faster endurance regen for example.
But i guess thats unnacceptable because then berserkers would be even more powerful…. Stats effect things equally currently. I really dont see why you want to break that just to get some gear diversity for the sake of diversity.
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No. I dont see how you can have too much precision unless you have 100% crit chance with no buffs.
Im assuming you are hinting at using valkyrie. But that would be a bad move just like it is on DS necro. You would have really low crit chance in some situations and you would have extra unwanted vitality which would reduce your effective healing. Toughness is a better stat. And rev has a medium sized health pool so there really isnt any reason to go for more vitality.
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Obtuse.
Please nerf necros.
Yeah im aware it will probably be one of the last. That doesnt make me any less restless and disappointed though. :<
Last time i tested it it effected all direct damage including outside of DS.
I wish they would hurry up and reveal even a slight hint of what they mean. Because if fractals is the only thing we can hope for when it comes to proper instanced content then a lot of people are going to be disappointed.
Only things i care about are specialisations and the challenging content. Im getting restless with each blog explaining something unimportant or just detailing more of what we already know. :<
The problem with your critique of my Condition build was that you provided no alternatives for the same play style.
Sounds like a grudge because you didnt like the reality of his critism. If there arent any reasonable alternatives to give thats not the critics fault.
Welcome to GW2 reward balance. :>
Because i dont want group content to become devalued further. This is an MMO. And i dont want the difficulty of soloing group content to go away.
Every record i have approved I have checked each timer (check against youtube time and each povs clock). They may be a few milliseconds late on some povs. But you cant expect us to download and watch a video frame by frame to check these to 100% accuracy. A 1 second difference is not worth disputing unless you have a record within 1-2 seconds to submit. If you get a 3:02 and submit that then we can review the timers to see which deserves to be the current record. And then correct them as needed. Otherwise this whole thing is frankly stupid and childish.
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There is no scaling. Phase 2 frenzied blast scales the amount of projectiles per player/npc in range. But thats the only scaling that occurs. And each grub lupi eats will increase its armour and damage very slightly. Although with 1 or 2 grubs its negligible.
You could call that a bug.
Some people have fun by being useful/efficient. And their fun is ruined if their class is really subpar. There is nothing mad about it. Its fair to ask questions about this sort of thing to get a good background of the situation.
Although I admit asking people what you should do is a bit silly. That should be your own decision based on the information you have gathered.
They passively increase the damage you deal. Just like defensive stats passively decrease the damage you take. Or are you going to pick on that and say because you cant attack passively they arent passive stats?
Offensive stats do nothing to individual skills. They simply increase your base damage. Which happens to be used whenever doing damage. Shocking I know. They do not increase the damage coefficients of skills. Those are constant.
Active defence is only superior for skilled players. For everyone else passive defence is a godsend. And with better content that will be emphasized further. This is an active combat game. One of the best things about it is the ability to completely avoid damage with active defence. If you dont like it thats tough. Accept that this is what anet wanted or go play another game.
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I meant you cant skip lupi because you wont be able to complete the path….
Stats are passive. They only effect passive offence and defence. Making them effect active defence would imbalance the game. You would have to make offensive stats effect offensive buffs to restore balance (more power makes might stronger, precision makes fury stronger etc etc). Which would just make the game overly complex.
Make encounters more challenging and people will see the benefits of passive defensive stats. They are already very balanced in respect to offence. As can be seen in the various no dodge and full nomads videos people have recorded. Its just people naturally prefer to go faster and recieve their rewards faster. So it creates a skewed view that offensive stats are superior. When in fact they arent when you look at it objectively.
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You cant skip lupi on arah p3 & p4. The end boss wont activate. He just meant skip to lupi.
Its faster in a pug. But it slows you down in a proper organised group.
Of course they arent needed. But they are very helpful….
Which is why they should be explained better in game.
1. Removal of Twilight Arbor Forward Up path
2. Fractal reset
3. NPE trait aquisition
Cant believe noones mentioned the removal of TAFU. Removal of content will never make sense to me.
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Who cares when you save 10 mins. :>
Most of those necro changes are pretty weak. One of my biggest asks is for blasts on warhorn 4, axe 3, dagger 5 and various other finishers like 100% projectile on staff 1, lifeblast and focus 4. Also make weakening shroud trait provide a blast for synergy with lava font.
Then for other popular ideas. Projectile block on CPC. Rework siphoned power to some kind of might on hit/crit trait (your suggestion for it isnt a bad idea). Make withering precision ICD per target instead of global. Completely redesign vampiric signet so it actually provides passive sustain (lifesteal on hit). Change well of darkness to an ice/ethereal/smoke field. Blasting a dark field to get blinds doesnt make sense on a skill which already pulses blinds. I would actually keep near to death as it is and give more traits which do things on DS entry/exit.
The group boon stuff is nice but i think necro is better off becoming a defensive utility class with higher damage than all classes except for thief/ele. It wouldnt have as much utility/defence as guard/mes and it wouldnt have buffing like engi/war/ranger. But it would provide a balanced role somewhere between ele and guard.
Thats all i can think of off the top of my head. These things and many more have been discussed in depth in the necro subforum. Its actually a class subforum that is not completely taken over by PHIW’s and idiots. Which is ironic because you have to be a PHIW to play a necro in PvE. ;>
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I agree with jerus on this. I think it will cause more damage then good. The only situation where reflect is broken is lupi and his 5 billion projectiles from one attack. The individual damage of each reflected projectile is actually pretty fair considering his health. So nerfing/changing reflect damage is a poor solution in my opinion.
Not sure how i feel about it. The base rewards need to be improved before we even worry about fractal mastery rewards. :P
Its something everyone quickly learned about when alphard was one shotting with the pull.
On a related note, I’ve been seeing a LOT of necromancers in PvE. I’ve only been playing about a month so I don’t know if this is a growing trend or it has always been this way.
Necros are popular for the aesthetic. As soon as people realise the mistake they made they often regret it and roll another class. With the influx of new players its not really a surprise seeing loads of necros in open world. Besides noone gives a kitten what anyone plays in open world.