Tarnished Coast
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So if my teammates are within 600 units my teammates gets the extra precision – also against enemies who are over 600 units away?
Exactly. Banners only affect your allies. As long as your allies show up having the corresponding little buff icon, their actions will be enhanced regardless of where their target is.
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Welcome to wvw. Next time, don’t use attacks that can kill you in case of retaliation.
Welcome to WvW history. Back on April 30th 2013, Confusion and Retaliation damage was reduced in WvW by 33% to match sPvP damage. This thread points out that the new WvW zone does not feature this 33% damage reduction and thus is inconsistent with other WvW areas.
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I have had similar experiences on different classes lately. The one that comes to mind is when, as a necro, I break stun using Well of Power (with Focused Rituals, don’t know without). The problem described above happened multiple times.
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Intensity-stacking boons and conditions (might, bleed, vulnerability, confusion, torment), as you probably know, go up to 25 stacks. If someone applies yet another stack when the target is at full capacity already, the oldest stack is removed (even if it did not last its full duration) and the new, possibly weaker one, is applied.
For duration-stacking boons and conditions, this is where condition damage (and healing power when it comes to regeneration) comes into play. I will copy paste something I wrote a few months back:
There are also hidden timers when stacking the duration of boons and conditions (poison, regeneration, etc.). If I have higher condition damage than you and apply poison for 4 seconds on a target and you apply it for 3 seconds, the condition icon will show 7 seconds and the first 4 will be calculated with my condition damage and the rest with yours. If I apply poison in the meantime, it will continue to tick with my damage and “your” 3 seconds will be on standby until I stop adding poison to the mix. In other words, the condition duration is divided between sources and it lets the person with the highest condition damage tick first until his source runs out. If he comes back and applies a condition later on, he gets a free VIP ticket to condition heaven and starts dealing the damage again.
You can see the current source of the condition by hovering your cursor over the icon. If no source is listed, it means you’re the one ticking right now.
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i thought this already existed?
A friend of mine firmly believes this to be the case. I, however, am skeptical since I have yet to find official information about this and my general experience in game hasn’t pointed towards this hypothesis. If anyone has some more detailed information on the subject, I would be most grateful.
Then, of course, there’s that one time when another friend got a precursor off one of those AC spiders (by the traps on your way to P2/P3 just after Kholer). I know most people skip them and you could say there’s a system tracking all that (since it’d be different than the regular age/xp in the open world), but sometimes RNG is just RNG, period.
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My bad, I got confused there, but as Mad said, it’s something worth being prepared for.
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Falunel’s answer is spot on, but keep in mind that in an upcoming balance patch (tomorrow?), they are increasing the cooldown on Renewing Stamina from 5s to 10s, meaning it will be harder to achieve perma-vigor. Boon duration and a skill like Phoenix can help palliate.
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I do think these are avenues that should be explored (no. 2 not so much in my opinion, as no. 1 should make a better job of it). Active combat is indeed the way it should be and, as you point out, there are already many mechanics already implemented that can help (retaliation, weakness, vulnerability, etc.)
However, I would be careful with statements like no. 7. I do understand that many players are not happy about the current all-out DPS meta, but this would be a step towards stat based combat, which you are trying to avoid. Moreso, if a Berserker Warrior (2127 armor, 18.3k hp)* dies in one hit, what about an Elementalist who chooses to go for Celestial gear (2203 armor, 14.5k hp) or a Thief who goes for Soldier’s Armor and Valkyrie Trinkets (2204 armor, 17.2k hp)? Other classes who would go for defensive stats would most likely get one-hitted too, and they’d just go back to full damage specs.
*Armor + Trinkets/Jewels stat, no runes, no traits.
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As others have said before, I believe the solution lies in improving encounters by giving mobs faster, weaker attacks.
As you may (not) have noticed, Anet is already working on reducing the amount of endurance regeneration players get; they have started back in the Dec 10th patch and will continue to do so with the upcoming balance patch (guardian and mesmer getting a longer cooldown for vigor on crit traits). In doing so, I believe it is safe to say they acknowledge that dodging is too powerful at the moment and they are trying to tone it down a bit. Key word here: toning down. Not throwing out the window.
@OP:
You pointed out many flaws in your own suggestion, namely the difficulty in dealing with conditions and CC. While it is honorable to try and come up with a special rule for each skill, situation and encounter, it leaves us with a very complex and far from intuitive system. I would once again encourage Anet to continue to go step by step and use mechanics already available. For example, weakness could be a much more common condition: it decreases both direct damage and endurance regeneration.
Also, skills unaffected by dodge are already in the game. This includes (but is not limited to): Mai Trin’s teleportation shot, AC’s Spider Queen AoE circles, and Static Field. There’s at least one or two more, but I can’t remember off the top of my head. All of the above, however, are still blockable.
Lastly, I don’t really like quoting marketing material as an argument, but it does show that the combat system boils down to “be quick or be dead” for the most part. Take it with a grain of salt nonetheless:
https://www.guildwars2.com/en/the-game/combat/
Combat in Guild Wars 2 is flexible, fast-paced, and dynamic. You’ll achieve victory through timing, dodging, and quick thinking, not immobile number-crunching.
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I observed the same behavior on Tarnished Coast last night. It is one of the many known bugs of this event chain.
http://wiki.guildwars2.com/wiki/Ogre_Wars
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You can’t get repeated AP from Agent of Entropy by the way, only the first time actually adds AP. I know because I salvaged a 6 digit amount of equipment…
Go figure.
You can. Once you’ve reached the 250 AP limit on it though, you know longer get any when you complete it. So after completing it 125 times, you won’t see APs getting added.
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Another example: (quote from dulfy) “We moved stat weights to later bonuses (i.e. 4, 5, 6) so people don’t use mix-match rune bonuses.”
Why? Let people be creative and mix and match. Why the hell would you do this?
You might as well not let us mix and match armor skins.
While you’re at it, only 1 dye color per armor set.Wait what? On top of the silly nerf to celestial (which did not need a nerf at all) they are screwing with runes? Well, that’s just great. /sarcasm
I don’t see why they want to take away our choices. It’s a terrible move on their part.
You should go ahead and listen to the broadcast:
http://www.twitch.tv/guildwars2/b/496005243
They are changing runes so a single set has more of a purpose. Take their example with Rune of Strength, now imagine how they can apply that to boon duration. Sounds like a rather interesting change to me.
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Did anyone understand that stuff about sigils btw? How will sigil functionality change? Will double stacking no longer work?
Sigil will see the following changes:
- 2-handed weapons will gain a second sigil slot.
- Sigils with cooldowns will no longer share one global cooldown, but each sigil will have its own cooldown (so fire + air would both have different cooldowns, but fire + fire would behave like right now)
- Double stacking will still work. Their comment about it was just to point out that you still can’t stack two different kind of stacking sigils (like bloodlust + perception, only one of them will work).
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Rares salvaged with Master kit to ectos obtained.
No they haven’t stealth nerfed salvaging…
Check if there rares you’re using are at the appropriate level.
facepalm
I just hit 70 on this character…
Move along folks, nothing to see here.
(seriously, I didnt know they had to be 80 plus. Now I feel like a right bluetit)
It’s alright, we all learn. Here’s accurate information about salvaging ectos:
Generally, salvaging rare or exotic equipment (armor, trinkets, and weapons) with a required level of 68 or higher yields between 0 and 3 Globs of Ectoplasm. While there have been reports of ecto being produced from items with a level below 68 or a lesser quality than rare, these exceptions are few and far between. See the talk page for further discussion.
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Rares salvaged with Master kit to ectos obtained.
No they haven’t stealth nerfed salvaging…
Check if there rares you’re using are at the appropriate level.
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Hmm.
Weak Potion of Sons of Svanir Slaying
Nourishment (30 m): +3% damage vs Sons of Svanir
+10 Experience from kills
Consumable
Required Level: 5
My thought is: we take more damage in PvE (more pain) and our reward is +10% experience (more gain). The riskier approach gains us +10% XP.
It’s as if someone said: “If you win against that veteran over there… without any armor on… heck, we’ll reward you with 50% more XP/gold/etc.” kind of deal.
I’m sorry if this has already been brought up in the 4 pages of this post. And to be fair: it’s to be expected that a potion would increase protection. But this is Guild Wars 2. Much of this MMO works differently from other games.
It might be possible the OP is asking A-Net to fix something that isn’t broken.
Edit, after reading more posts
Likely the description (in the example above) should say:Player receives +3% more damage vs Sons of Svanir
Player receives +10 Experience from killsBut my guess is: the tooltip will never change since this is what the developers meant all along. +10 is what we get in terms of experience. So… +3% damage vs. [fill in mob name here] seems obvious.
You are not looking at the right potions. The higher ones say they offer damage reduction as well:
Powerful Potion of Sons of Svanir Slaying
Nourishment (1h):
+10% damage vs. sons of Svanir
-10% damage from sons of Svanir
+10 Experience from kills
http://wiki.guildwars2.com/wiki/Powerful_Potion_of_Sons_of_Svanir_Slaying
——
That “-10% damage from” is what this thread is about. The “+10% damage to” is working fine.
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!!
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Indeed. Evades do not work, yet blocks do. I have observed similar behavior from the jellyfish in the past as well as from the Spider Queen’s red circles in AC.
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Did I miss the part where lower level players can no longer join a higher level fractal and still progress?
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They sent the video to the dredge for revision but they didn’t see any problem with it.
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I did notice a different running animation, though I thought it was just an illusion after changing my armor. I’ll try to confirm that tonight if no one else does.
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Tell us what targeting options you have checked and unchecked in your options (Promote target, etc.). I can spam shouts all day without this happening.
Better yet, make a video of you showing your options menu and then trying out the shouts?
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Now that the crap hits the fan, you want some Abaddon content?
Evon Gnashblade is displeased.
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Healing traits should function with healing skills, period.
@FluffyFox:
http://wiki.guildwars2.com/wiki/Healing_skill#Related_traits
All classes except Elementalist have access to a healing skill related trait. My guess is that many/all of those don’t actually work.
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They probably put the unlock timer on the clock from North America and forgot to make a separate entry for Europe. By the time they come up with something, reset will have hit here too.
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Thanks for pointing out this other thread. I tried to keep an eye for other reports, but that search feature, you know…
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Using the “Target nearest enemy” keybind, the game does not target the nearest enemy if there is a champion currently on screen. Instead, it will select said champion even though he is further away. I have first noticed this when fighting the Fire Shaman; trying to target the embers while the shaman is in elemental form would select him instead of the embers any time he was visible on my screen.
I understand the changes to targeting priorities, but this should not apply to the “target nearest enemy” as it defeats the purpose of this very function.
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Yep, wording is just bad. Change “for” for “of” or “on” and it makes more sense. Basically it removes a condition off of allies and refills their endurance.
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Same problem here. I tried to turn down individual options to find the culprit but there wasn’t a specific one that gave me a substantial fps increase, so I’m not quite sure what is causing this.
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A few people, myself included, reported this issue with video over a month ago. Since then, it has stopped happening for me, but it seems it is not fixed after all.
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So you are trying to get the skill point on the central platform? As far as I know, you can interact with it from underneath it, meaning you can just run up to the side of the platform, get rid of any trash mob and then channel.
When such an event chain is bugged, you have to wait until the next server reset (usually when a patch hits) to get it to work again.
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Are you sure you didn’t hit the deposit collectibles button? As far as I know, there is some new storage space for those mats.
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Whatever you do, try not to spoil things when going through content you’ve already done. I know a lot of people like to explain every single detail of encounters in dungeons and whatnot, but seriously, let him figure out some of the stuff. It’s way more rewarding when the player himself goes “eureka!”, even if it means getting his butt kicked a few times.
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The best way to test this would be to do so against an actual target. Your combat log should indicate how many hits registered.
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Remember that even a crit for 0 damage counts as a crit, so keep hitting Liadri with your scepter even when she’s invulnerable to maintain vigor.
As Colesy said, scepter actually does decent damage, and once Liardri is vulnerable, just circle around the room and auto-attack. Use Scepter #2 to get rid of those pesky orbs that pull you.
edit: “invulnerable” here refers to when Liadri reduces all damage to 0, not when a mob has the Determined buff – you can’t crit against the latter.
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(edited by theguildless.1386)
I run AH and I like it.
I wouldn’t call it the best trait, but it’s not a bad trait either. Having played with Signet of Malice on thief for so long, this trait gives me a similar feeling where it encourages you to be more active (spreading boons in this case) if you want to stay alive, the main difference being the Guardian still has a powerful active heal to go with it. So, while AH does not contribute directly to supporting your group, it does promote support by providing a nice reward for applying boons.
As others have said, there are good alternatives out there. AH is by no means mandatory, but it does fit very well with the way Guardian plays. It is one of the more unique traits that contrasts with the bunch of “x% of one stats to another” and “+x% damage when in Situation A” all classes have.
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Conditions do a fixed amount of damage once per tick (every second). Let’s say one stack of bleeding ticks for 50 damage. If you apply one stack of bleed for 5 seconds, then it will do a total of 250 damage. If you have +20% condition duration, the bleed will last for 6 seconds, dealing 300 damage total.
So, yes, it will increase the damage in a way since it allows the condition to stay on your target longer and thus deal more damage.
However, keep in mind that since conditions only tick once per second, having a bleed stack that lasts 8½ seconds is the same as having one that lasts 8 seconds. This is most important for conditions that stack in intensity (bleeding, torment). Last time I checked, it was still unclear whether conditions that stack in duration (poison, burning) had their duration added up correctly (e.g. if two 7½ second burns would tick 14 or 15 times total).
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Guys… 3 coppers means 3¢, not 3 copper ore. Just look at the tooltip on the screen shot…
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TC has a big RP population and an overall very enjoyable atmosphere and community.
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Keep watching the skies.
Well, that was ominous.
Ominous winds are blowing…
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Previously, NPCs could die and their death would count towards a max number of deaths morale could have. Now, all NPCs health pools count towards “morale”, so if all the health pools are zero at once the event fails.
I’m not sure how it got missed in the patch notes, I know I wrote one. Sorry!
Previously, the event failed after X Pact NPC deaths. This meant that if you revived one of the NPCs, you could actually bring the event closer to failure if the NPC died again, so it was better to leave any dead NPCs behind and never revive them. It’s now based on the current total living Pact members, if they’re all dead at once, the event fails, but reviving the NPCs will cause the morale meter to rise. As long as one Pact NPC is alive, the event keeps running.
To my knowledge, it has never been possible to revive NPCs during the escort event to the altar. As the video above shows, there are new, non-noble AoE circles that decimate these NPCs.
edit: I’ve seen many Risen mobs with new abilities. Perhaps there is one of them that scales out of proportion?
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(edited by theguildless.1386)
Unshakeable usually does not affect immobilize either. If it says “immune”, there is probably a built-in resistance to it.
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More often than not, we are able to escort the Pact without problem (though the morale does tend to get low) on TC. It helps that people are learning the location of the Noble spawns and distract them a bit. According to the patch notes, they actually made it easier:
- Risen nobles: Decreased the damage on the symbol created by their shadowstep skill.
Not that I’ve seen much of a difference in the Pact morale.
The bigger problem with Balh, in my opinion, is having enough people interested in doing the pre-events leading to the escort. But that in itself is not a bug.
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Yeah, I reported this a few days ago (https://forum-en.gw2archive.eu/forum/support/bugs/Risen-Priestess-of-Dwayna-Visual-Bug/first#post2571260), pretty kitten the eyes when fullscreened.
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As of August 6th, visual effects glitch when fighting the Risen Priestess at the Temple of Dwayna. Effects like fire blasts seem to be stretched to very large sizes and take up the entire screen. All other players in the area reported seeing this too.
This bug did not occur during the Statue of Dwayna phase.
Here is a video: http://www.youtube.com/watch?v=DZrKG9RvZXM
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Alternatively, you can turn off things like “auto acquire target” (I don’t remember the exact wording) in the options menu. I have never had this issue on my guardian since I have all the assisted stuff turned off.
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Congrats sir! I am working on a similar goal; getting world completion without dying. Now if I only stopped trying to solo stuff above my level all the time…
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First, you are talking about Vapor Form and not Mist Form.
Second, as ExTribble said, this is not a bug. You are still affected by conditions when downed, but sadly you can’t see which one are on you until you enter Vapor Form.
Third, thieves use a teleport skill when in downed state. All teleport skills are not affected by immobilize since you are not actually moving.
Feel free to bring your concerns to the suggestion forums. Remember however that balance and game mechanics always come before “realism” or however you want to call it.
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10 in Wilderness isn’t needed to make QZ worth taking. Also, haste doesn’t speed up rezzing (anymore, if it ever did.)
Always did and still does, sir!
Quickness will increase the speed of channeled skills (including non-combat actions, such as reviving, mining resource nodes, opening chests, building siege weapons or communing with places of power etc., if activated prior to act) in a cost of decreasing distance you travel with leap skills.
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