Like 300dps min to 400 dps with max Cond.Dmg. And make engies actualy use “flame-thrower” for “burning”
And that will fix it? Making burning as strong as 2 bleeds.
The only thing this will cause is that condition builds wont use burning at all. And when you use burning you spec for direct damage, because using full power/crit gear will indrease your DPS by far more than 100 (I would say 2000DPS should be the minimum to reach with soldier + the 300 from burning)
fun-fact: A necro gets only ~280DPS from dhuumfire in sPvP off course with full Condidamage and 100% duration which you cant get in sPvP (4*~700dmg/10sec=280DPS) But burning is super mega OP and we need to burn it into ground.
btw. I am surprised, that no ones aid that conditionbuilds only need condition damage to be super powerful, while power builds need 3 stats, …
Don’t get me wrong, I think that those unavoidable traits are good or so, but it is more or less the same as those deal x% more damage traits, those traits are also a damage boost, that can’t be negated.
Now Dhuumfire is an entirely different cup of tea. Dhuumfire gives Necro’s Burning they otherwise would not have. Picking this trait piles an extra 800-900damage-per-second on you, you otherwise wouldnt take.
Where do you get those numbers?
In sPVP the maximum conditiondamage you can get is about 2600 (full rabid, 6*undead, 25*might and 25*sigil), so a burn will tick for 980 damage. But then you only got 30%-40% conditions duration which means, you get 3seconds of burning from dhuumfire. so you deal <3k damage every >10sec. So the necro gets <300DPS from dhuumfire. BUT you wont run around with 25might and 25 sigil stacks in sPvP so it is even less damage. without all these might and sigil stacks you lose 1100 condition damage and end up with (3*700/10) 210DPS from dhuumfire.
I know 800-900 sounds much more powerful, but it isn’t the truth
Thoguth about this in the patch thread (changed a bit here)
Spite:
- Death into Life (15): I think this trait is irrelevant, if there is no vampiric build available. No matter how much % he grands. This means, necros need better heal from from siphons probably with a -10% from healing skill per siphon trait used (?) so you are changing active with passive heal.
- Siphoned Power(25): Who the hell needs 1 stack of might, when he is nearly dead? No one. probably increase this to 5 stacks or an other stat i.e. protection. Or why not get 20% Lifeforce? Everything is better than 1 Might@25%Hp.
- Spiteful Talisman (II): This trait is good, but does not synergies well with necros other main-hand weapons (900 range max.)
- reaper’s might(VI): Nice idea, but life blast has a way to slow attackspeed (on land) to get a good benefit out of this trait.
- Spitefull Marks (VII): Marks deal to less direct damage, so this
Curses:
- Target the weak (25): Relatively weak, compared to other traits i.e. warrior who gets 10% for a single bleed. And it only boosts direct damage, but if you play condition necro your damage is so low, that it makes no difference.
Death Magic:
- Reanimator (5): Merge this trait with any other minion trait. If I don’t use minions this is wasted 5 points merge it with minion master (III) and add “+20 toughness for every condition on you”
- Protection of the Hord (15): Same as reanimator, non minion masters get nothing. merge with Flesh of the master (X) and add probably a “gain toughness based on DS level” not sure here, but it should be something with +toughness because of deadly strength
- Dark Armor (I): with 2500 armor this is a 16% damage reduction while using 6 skills on 6 different weapons (one while downed) for 2,5-3,5s. I think it is not worth using it compared to other traits here. probably grand 3s protection when using a channeling skill?
- Staff Mastery (V): Just cosmetic, include a permanent scythe to the staff if used.
- Necromatic corruption (XII): Interesting, but to weak compared to Death nova and there is no grandmaster trait for non MM. Probably something with boons, so the 30% duration are worth it?
I know those traits should synergies with each other, but 1 jagged horror = +20 toughness and therefore +1 power. Channeling skills will get +20 power (that is less than 1% more damage) they synergies but it is not worth it.
Blood Magic:
- Here I have to say it sucks, that dagger, well and siphon traits share the same line. I think it would be nice to have a dagger-vampiric(fast attacks), vampiric-well(multiple hits) or dagger-well(high damage) build, but all the important traits are in the same line and that sucks. There are so many builds i have in mind, that would require 50+ points in that trait line. A split of this line would be nice to allow different builds, but I haven’t figured out how to do so.
- vampiric (15): only effected by 0,5% from healing power (1288 = +6 heal). That is to less for a vampiric build. Make this trait our main healing source with a coefficient of 5% while reducing our healing skill by 10% (not sure about the numbers)
- Blood is Power (25): even with the increased numbers, this trait is bad it is only a <5% (@2500 attack) damage boost while >75% health, for a full zerker it is <4% (without might). what about a fixed +10% more damge here?
- Bloodthirst (II): probably needs changes due to vampiric change
- Vampiric Prcision (V): +10% from 5% from healing power, decreases healing skill by 10%
- Transfusion (VI): Should scale with healing power, to make a heal support necro viable
- Vampiric Master (VII): Not sure about this, because I never used it. Should be the same as other Siphons, but not that strong.
- Vampiric Rituals(XII):
In the end you should be able to get much more health with the vampiric traits, than with your normal heal. Because you selected those traits and you have to hit the enemy as well to benefit from it. But I am not sure about all the numbers I used up there.
Soul Reaping:
- Path of Midnight (III): Only 15%, while other traits reduce CD by 20%
Oh and of course some general changes, for example to get heal while in DS.
E: For something to replace reanimator and Protection of the hord, it should be something, that grands toughness, to boost @25. Look at other trait lines (especcially warriors) and you will se what i mean
(edited by unleashed.8679)
reanimator sucks as much as PotH does. at least for non MM. The jagged horror could deal extra conditions and damage in theory, but he dies within few seconds (normally before the next fight starts). Right now it is useless for every build.
Even if this thing would be permanent, most of the builds would not like to use it, because it is a minion, if i play non MM i dont want a pet following me.
Same for PotH non MM get a boost of <1% out of this one jagged horror and +1 Power from trait 25, MM get probably 3% more defense out of it and +5 power. That is nothing. Just two/three wasted traits.
Changing the toughness with protection would be a nice buff, but destroys the synergy between the 3 minors. Look at other trait lines of the necro and other classes, warrior is a very good example. All 3 minor traits build up on each other. Wo these changes need to grand toughness in one way or the other. It is like an unwritten rule in GW2.
I think those two traits should be merged with the minor and major MM traits and there should be something completely new, so the traitline gets interesting for other builds as well.
There is an other thread around, where the TO though about using Shrouded Removal instead. first i thougt this is a bad idea, but I think it could be used here. The other trait could be a “+20 toughness for 5sec every time a condition is cleansed”.
This would buff necros survivability a bit and you will get a small power boost from trait 25. And the second Grandmaster trait would be worth picking.
(edited by unleashed.8679)
again, if there are enough objectives, you don’t need to zerg in a 15v15. you can play organised PvP with those numbers. Capturing only 3 points (current maps) wont work in a 15v15. Those maps are way to small for that so it will lead to zerging. bigger maps (without mass events and Exp) wont lead to zerging if there is enough to attack/defend.
jut because there are 15people in the same map, doesn’t mean they all have to zerg
play human or norn light armor and you can see the whole beauty of your character
- Dhuumfire: Now applies 3 stacks of Torment rather than Burning.
would be ok, but i prefer 4 stacks. so it is not such a huge nerf
- Dhuumfire: Now a grandmaster trait in the Curses line.
OP 30 points = terror + dhuum
- Withering Precision: Now an Adept Minor trait in the Death Magic line replacing reanimator.
doesn’t fit here. This trait has to be a toughness boost, because of 25.
- Panic Attack: Panic Attack is a new trait added to the grandmaster trait slot in the Spite line that Dhuumfire has now vacated. It functions in exactly the same way as Panic Strike from the Thief Deadly Arts line. In short it immobilises targets under 50% health on hit.
would be bad combination with (the new) chill of death (X)
- Dark Armor: Dark Armor now causes the user to be immune to damage whilst channeling, crowd control effects still break the channel and therefore the immunity.
- Dark Armor: Dark Armor is now a Grandmaster trait.
what about get 2-3s protection when using a channeling skill?
- Death Nova: Death Nova is now an Adept trait.
OP
- Protection of the Horde: This trait now reads: “Summon a jagged horror whenever you kill a foe and +20 toughness for each minion under your control.”
- Protection of the Horde: This trait is now an Adept trait.
- Protection of the Horde: The ex-reanimator portion of this trait now has a decreased cooldown from 30s to 15s.
right now there are 3 MM traits here. with this change there are 4. Why not combine reanimator with Minion master (III) and protection of the Hord with Flesh of the master (X)?
- Shrouded Removal: This trait is now a Master Minor trait in the slot that Protection of the Horde has now vacated.
doesn’t fit here. This trait has to be a toughness boost, because of 25. but would be interesting to be honest.
- Blood to Power: Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
still useless, should be a % damage boost. those 120 result in less than 4% of bonus damage. that is nothing for a “grandmaster” trait.
- Banshee’s Wail: Increase cooldown reduction from 15% to 20%.
the same has to be done for the deathshroud skill CD reduction. because it is 15% as well
- Death into Life: Increased conversion from 5% to 10%
it has to be 7% because it is a Master trait
- Main Hand Axe: This weapon will now have a cleave effect.
i think cleave and axe wont work
- Siphons in general: Siphon skills will now work in Death Shroud.
would be really nice
(edited by unleashed.8679)
As I said in the dec balancing thread:
https://forum-en.gw2archive.eu/forum/professions/necromancer/Dec-10th-Balance-Preview-Necromancer/page/4#post3145604
Reduce our active heal with every vampiric trait used, but buff the siphoning and scaling.
In the end it should possible to get 150% of current health per sec as a vampire. why 150%? because you can miss attacks, get blinded, posioned, … probably add a small iCD (0,5-1s), so you cant AoE siphon ad it gets to strong.
I think this would make a viable vampire build worth using these traits.
Reanimator has to be changed with some trait, that adds toughness to buff Deadly Strength (25). Minor traits are build to buff each other in the same line.
You may view it this way…. rational people may view it this way…. but the community and Anet does not view it this way.
The problem is that BECAUSE OF Dummfire, everything else is getting nerfed, and just about every patch something gets hit. I am tired of trying to work out a build I enjoy when I have no idea what the next patch is going to do to ruin or weaken everything that is and isn’t 30/20/0/0/20.
Dhuumfire and all the other conditions will be nerfed, until all the idiots realise, that conditions are only an other form of damage. Not OP, bur different. They are not stronger than DD, they are applied over time, they ignore defense. But they can be dodged and frevented like normal damage and be cleansed as well.
If there are peoples that don’t get this we will see more and more nerfs. But it is not dhuumfire.
@Kitedyou: well, -40% duration is one of the strongest foods in game (with current meta). Necros don’t use it, because we can throw conditions back to the enemy, get better heals, cleans a lot of them, … And we would punish ourselves with it.
Other classes can’t do this and need it to get out of CC faster. Or they are used to run away, which necros can’t do very well.
It is possible to get +3k condi duration full buffes, so with this it would be the ~1100 per tick. but that really doesn’t matter.
Is it too long, too often, too much damage?
All of it.
Complaints about it go back to the day this trait was implemented. A quick google search will reveal what is but the tip of the iceberg:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Please-nerf-necro-s/
https://forum-en.gw2archive.eu/forum/pvp/pvp/Constructive-necromancer-thoughts/
https://forum-en.gw2archive.eu/forum/pvp/pvp/Dear-Anet-do-not-completely-nerf-Necro/
https://forum-en.gw2archive.eu/forum/professions/necromancer/Dhuumfire-has-upset-everyone
https://forum-en.gw2archive.eu/forum/pvp/pvp/I-ll-say-it-Dhuumfire-needs-to-go/Ah ok, I can see it’s probably too much for pvp. But I am all for splitting pvp/pve skills. It’s not too much for pve(no such thing as too much there)and wvw with all the consumables and condition clears there.
splitting skills is bad, because then we have two different games. To be honest we have this situation right now, that WvW/PvE is able to get 30% more stats compared to PvP and so this splits need to happen, but do we have to split ever skill to compensate this or, what I think is better, just rebalance this gap between the stats? With these 30% difference in WvW some builds are strong, that wouldn’t be able in PvP. I think there wont be any balance with this huge difference there.
dhuumfire is not strong. Even with 100% cindi duration and 3100 candi damage in WvW it adds 6*1100 damage damage every 10 seconds. that can be cleansed. Or in other words it increases your DPS by 660. For PvP it is even lower with (750*3) 225 DPS. These numbers ignore the fact, that it wont trigger direct after the 10s iCD.
This also ignores the fact, that it can be cleansed so it deals not the full damage. The only thing, that makes dhummfire strong is the fact, that you can’t miss it, because this will not trigger the iCD. But that is the same for every on hit effect.
E: oh and one thing, in WvW most people use -40% condi duration so it is only 3*1100 → 330DPS there
Necromancer changes have most certainly not addressed the raw dps they do. descrease the damage fear does when feared by at least 50% and dont do PvP ONLY removals… they make no sense as PvP is widely regarded as the least fun thing to do and the lack of armor stats and buildability in PvP is harsh as it is. Just remove the bleed stack from both, its not going to nerf necro to unplayability. the class is way too powerful as it is. 70k hp, massive burst, insanely powerful downed state. i see barely any changes to its dps as you have stated it. most of those things are buffs, actually.
So you want the necro to be unplayable?
- 70k hp: not really a big deal, necros lack of movability so this is to survive within a fight, because you have to stay there until it is over.
- massive burst: Necros don’t burst, with direct damage, so you have to talk about fear and dhuumfire. But terror is balanced, because all those fears can be blocked, missed, dodged, … and with stability the damage of terror is 0! Damage is a bit to high in WvW due to much higher stats there, but every build deals that higher damage, so why only nerf necros?
- insane powerful downstate: are you kidding? what makes necros down so powerful? the fear?
Death Magic:
- Reanimator (5): Merge this trait with any other minion trait. If I don’t use minions this is wasted 5 points merge it with minion master (III) and add “+20 toughness for every condition on you”
- Protection of the Hord (15): Same as reanimator, non minion masters get nothing. merge with Flesh of the master (X) and add probably a “gain toughness based on DS level” not sure here, but it should be something with +toughness because of deadly strength
These two really need to happen. Death Magic should be more than just the Minion tree. It has some traits I love for other builds (okay, maybe just Greater Marks), but going down it feels like such a waste with the first two minors being so purely minion focused.
Yes I think this is one of the most important changes to allow multiple necro builds. Right now it feels so bad to choose death magic, because thee are so many drawbacks.
But Blood magic needs some changes, too. Not that it is a bad line, as i mentioned, it is probably the best line we have. But it combines 3 playstyles, that could be combined and this reduces build diversity.
Here is what I think needs to be done to necros traits:
Spite:
- Death into Life (15): I think this trait is irrelevant, if there is no vampiric build available. No matter how much % he grands. This means, necros need better heal from from siphons probably with a -10% from healing skill per siphon trait used (?) so you are changing active with passive heal.
- Siphoned Power(25): Who the hell needs 1 stack of might, when he is nearly dead? No one. probably increase this to 5 stacks or an other stat i.e. protection. Or why not add some Lifeforce? Everything is better than 1 Might@25%Hp.
- Spiteful Talisman (II): This trait is good, but does not synergies well with necros other main-hand weapons (900 range max.)
- reaper’s might(VI): Nice idea, but life blast has a way to slow attackspeed (on land) to get a good benefit out of this trait.
- Spitefull Marks (VII): Marks deal to less direct damage, so this
Curses:
- Target the weak (25): Relatively weak, compared to other traits i.e. warrior who gets 10% for a single bleed. And it only boosts direct damage, but if you play condition necro your damage is so low, that it makes no difference.
Death Magic:
- Reanimator (5): Merge this trait with any other minion trait. If I don’t use minions this is wasted 5 points merge it with minion master (III) and add “+20 toughness for every condition on you”
- Protection of the Hord (15): Same as reanimator, non minion masters get nothing. merge with Flesh of the master (X) and add probably a “gain toughness based on DS level” not sure here, but it should be something with +toughness because of deadly strength
- Dark Armor (I): with 2500 armor this is a 16% damage reduction while using 6 skills on 6 different weapons (one while downed) for 2,5-3,5s. I think it is not worth using it compared to other traits here. probably grand 3s protection when using a channeling skill?
- Staff Mastery (V): Just cosmetic, include a permanent scythe to the staff if used.
- Necromatic corruption (XII): Interesting, but to weak compared to Death nova and there is no grandmaster trait for non MM. Probably something with boons, so the 30% duration are worth it?
I know those traits should synergies with each other, but 1 jagged horror = +20 toughness and therefore +1 power. Channeling skills will get +20 power (that is less than 1% more damage) they synergies but it is not worth it.
Blood Magic:
- Here I have to say it sucks, that dagger, well and siphon traits share the same line. I think it would be nice to have a dagger-vampiric(fast attacks), vampiric-well(multiple hits) or dagger-well(high damage) build, but all the important traits are in the same line and that sucks. There are so many builds i have in mind, that would require 50+ points in that trait line. A split of this line would be nice to allow different builds, but I haven’t figured out how to do so.
- vampiric (15): only effected by 0,5% from healing power (1288 = +6 heal). That is to less for a vampiric build. Make this trait our main healing source with a coefficient of 5% while reducing our healing skill by 10% (not sure about the numbers)
- Blood is Power (25): even with the increased numbers, this trait is bad it is only a <5% (@2500 attack) damage boost while >75% health, for a full zerker it is <4% (without might). what about a fixed +10% more damge here?
- Bloodthirst (II): probably needs changes due to vampiric change
- Vampiric Prcision (V): +10% from 5% from healing power, decreases healing skill by 10%
- Transfusion (VI): Should scale with healing power, to make a heal support necro viable
- Vampiric Master (VII): Not sure about this, because I never used it. Should be the same as other Siphons, but not that strong.
- Vampiric Rituals(XII):
In the end you should be able to get much more health with the vampiric traits, than with your normal heal. Because you selected those traits and you have to hit the enemy as well to benefit from it. But I am not sure about all the numbers I used up there.
Soul Reaping:
- Path of Midnight (III): Only 15%, while other traits reduce CD by 20%
Because it is late her, I can’t go thorugh the skills, but what I really hate about the necro is the power based DS. For a Condition build it is only there to prevent some damage, while spreading torment. Would love to see more conditions there, probably due to swap able skills.
gn8 and I would like to know what you thing about this.
(edited by unleashed.8679)
Moba
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It would end up in players farming minions for the first 20 mins to unlock skills or buff their toon in whichever way would be implemented and then bashing on eachothers towers for the next 15-25 mins. Just no. Forget it.
What zamalek said, just because it is different to all other MMOs out there doesn’t mean it has to be bad. I think it is possible, with the current mechanics of the game and it definitely would be fun. Maybe it is nothing for eSports, because it is totally different.
GvG
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Ok…so in what way exactly is this any different from the current WvW mode? You got castles, you got supply camps, you got allies that can fight for you, it’s a large map (well actualy it’s 3 maps), it was designed so that you could use different tactics and strategy and yet there is only zerging all over the place. If you so desperately want large scale GvGs. Claim a castle in the mists, have you guild members join in and defend it while others servers are zerging you. Again no.
Yes some kind of small scale WvW, but with a few differences:
- There won’t be any leveling and farming involved, because I think that leads to all that zerging in WvW. On my server and others, too, no one is defending towers, because you can recap them within few minutes and get Gold/Exp for it. standing there and waiting for the enemy, scouting, Dolyak escorts, supply runs, fake attacks, … all those tactic elements don’t give any reward, so they are not used.
- You will only fight other guilds, no/less randoms involved.
- The teams size is fixed, so there is no advantage by size. (except your guild is <10 or 15 people)
- All with the same armor and level, so it depends more on the players skills and teams tactics.
- It’s your team/Guild that wins the game, many people don’t care about the server at all in WvW.
Guild versus Guild format:
-game length: 15 minutes
-team size: 5 or 6
-win condition: score 500 points
…
Where is this different from the current Legacy of the Foefire?
It is the Guild lord, that makes you win the game instantly. Isn’kitten
You obviously don’t understand why it would be bad to have 10v10 or 15v15 on more than one level. So again…
This are you points:
- rebalance every skill:
I don’t think so. Skills are balanced for WvW (much bigger scale), too. Although I think you can’t compare those two modes, because of the much higher stats you can achieve in WvW/PvE. - lead into zerging:
see above - Could be to complex for newbies:
So what? Of course you have to learn all the tricks. But where is the problem with this? It is not only killing the enemy, it needs teamwork, tactics, … challenging content for guilds that need teamwork. - No place for variety in teams:
How does SoloQ work then, if everyone in GW is unable to play with different people? You should at least know the people within your guild a bit, so they are not totally random to you.
I think for a guild the usual 5 or 8 slots are to less to play together and they need bigger maps to do so. GvG shouldn’t be like this:
http://www.youtube.com/watch?v=32Ag461QnGU
only found a Russian version or so
(edited by unleashed.8679)
MOBA type game mode: the best it would be for everyone to just forget that idea, no matter how many different ideas you have about progression, unlocking skills etc. It just won’t work. The games would be too long and boring.
I don’t think this mode would be boring at all, It would be longer than a normal game, that’s true. But boring? no don’t think so.
Large scale GvG: I don’t like the idea about this at all. It would just turn up as another zergfest. Small guilds or competitve teams would not be interested in this because of lack of players or the fact that in a competitive team you want skill level of players to be roughly at the same level. If you want large gvgs you can do your zerging in wvw as you did til now.
If this is designed right, so there is not one objective on the whole map, you can form small squads and be more effective than any Zerg. You might want to say, in WvW there are several objectives, too. You are right, but for WvW you also get a lot of Exp and Gold while Zerking.
This game mode should not only consists of rushing into a castle, that would be bad and lead to Zerking. Instead there need to be several events all over the map, so you need organisation. Probably Supplycamps, allie camps that fight with you, towers …
The gamemode just has not to center around killing the enemies keep loard, even if it is the main objective and leads to the victory
Hero’s Ascent type game: this sounds like a valid idea; I would stay away from the relic runs as the ones on HoH map, they are unattractive and boring (2 guys running for 10 mins while the rest of the team can take a nap… booooring); annihilation, cap points, KoH are all viable options here; team size should not be greater than 6 players.
Sounds like current tournament, with the new game modes included and randomly chosen, doesn’kitten Would be interesting.
Guild versus Guild format:
-game length: 15 minutes
-team size: 5 or 6
-win condition: score 500 points
…
In my opinion you think of to small teams, I think for a GvG it should be at least 10v10 and 15v15 would be even better.15 min is to short for such a game mode, this has to be doubled at least. I think the interesting part about GvG are the different tactics you use and plan, depending on the actions of the enemy. It is not about killing the Guild lord or pure man power in first place, even if first is the goal. I like the idea with the idea with the Score, with this you can prevent one or both teams from “camping” and it is a little tool to keep the pressure up, but I would increase it as well.
@Thedenofsin.7340: I think this 2 Month break between the patches is bad as well. I know that some changes need more time than others (changing casttime → animations → sound vs. number tweeking) and sometimes those changes need time to be accepted by the community as well (which needs time as well) but if there is a huge balance problem, we should ne have to wait for 2 month until the fix will be released. Because fighting 2 month vs. a OP meta isn’t fun at all.
MOBA wannabes
Just no. GW does what GW does, MOBAs do what MOBAs do.
The “base assault after collecting buffs” game mode is already in the franchise, and done better – it’s called GvG. The two most popular PC games don’t need another clone, when GW already has it’s unique answer to that. Besides, do you have an idea how long those were in development and testing? This is maybe something for GW3, and only if they make it what Conquest was to GW2 by pouring all their energy into it.
Those game needed to be developed from zero, everything for a moba is implemented in GW2 in some way or another. The missing link is the map and someone tinkering all together.
NPCs can follow routes, Leveling could be done by downscaling and/or receiving skill points, you can buy armor, weapons, runes, food, …
In my opinion GW2 would have a lot of benefits to other mobas, because of its uniqueness. Every class can play every role, so it is not that “rock paper scissors” (champion X beats champ Y), It is a active fight with dodging, …
But yes, receiving 20k dmg burning from zerker warrior seems rather illogical and happened to me more than once.
assumed a Zerker Warrior has 300 Condition damage, burning would deal 403 DPS, so there had to be 50sec of burning on you to deal those 20k damage. Sure he was using Zerker?
Even with Full Condition damage you need 25-30sec to apply 20k with burning.
King of the hill would definitely work in GW2. PvP is basically designed for that.
Probably with a new map or existing maps with only the middle point enabled.
An other possibility would be an Orb so the fight is more mobile and not focused on one point the whole time, because i think that could get boring after a short time.
Capture the flag could be a possible game mode as well.
- Every team gets a treasure, Gold coins, Orbs, …
- There need to be some people defending the treasure (bunkers)
- Others have to get the treasure from the enemy (DPS)
- If the enemy breaks through, CC could be use stop them.
MOBA Same as Dota/LoL, with minion waves etc.
- Level is fixed 80, you receive trait and skillpoints instead
- You start the game with a blanc white armor and you have to buy new stuff with the gold from your kills.
- You only have weapon skill #1 just like a lvl1 character
- The only thing that is free of charge are those basic weapon, so you can get every weapon from the beginning
Smaller Scale battles
- 1v1 (duel) and 3v3 would be nice
larger scale Battles GvG – Castles
- Every Guild has their own Castle with a Guild lord.
- You have to kill the enemy Lord to win
- There are Quagan Camps to support you, etc.
- Castle could be the Guild-halls and you are able to modify the castles so they are unique.
Just like a small WvW
larger scale Battles GvG – Ships
- There will be a new Science Tree for the guild
- Every Guild has their own Ship (probably some different designs to choose from faster+weaker vs. slow and heavy)
- It is possible to build jollyboats so you can have smaller squads and different tactics
- One person has to steer the ship
- The ships are full of canons etc. and you have to destroy the enemies ship
(edited by unleashed.8679)
There is no justice or logic in randomness.
And there is no real randomness within a computer. Therefore, there could be an error within GW2 and someone should probably debug this.
It is a difference between “Some people have luck, others don’t” and “The same people have luck, others (always the same) don’t”
-Warriors were decent in the beginning. I really don’t know what started this, but warriors were buffed every single patch without fail, and they really did not need to be buffed at all. This is pretty much the alpha class in the game atm, and I foresee it being the alpha class for the rest of this game’s lifetime.
You have no idea how warrior was before the sustain buff.
We were literally the laughing stock of any pvp game. Just shows how poorly informed and biased you are.The buffs/nerfs done were not random – they’ve been doing a decent job and I believe other classes will be buffed to be on par with more solid choices ( warrior, mesmer, guardian).
In my opinion the warrior was designed different than he is today.
He was strong against direct damage, with high armor, hp, high damage output, … but on the other hand his weak spot was condition damage.
He is the only class, where invulnerability doesn’t prevent new conditions. He needed some fixes to properly apply his damage and bug fixes like any other class, too.
With all this new “balancing changes” his weak spot was greatly reduced until it is gone now. Speaking of cleansing ire, berserker stance, … While there was nothing the warrior had to sacrifice to balance this. Of course some of this changes were needed to compensate the upcoming condition meta, but right now it is like an overdose.
The more you try, the higher your chances will be. It is all about probability calculations.
Take a dice and role it twice. How high are your chances to get two sixes in a row = it is not 1/6 it is 1/36. The chances for each role by it self remain 1/6 but to get exactly this result you need two times this luck → 1/6 * 1/6 = 1/36
Or in other words the chances to get bad loot over and over again is getting smaller and smaller.
For the precursor we need this question, “how often do i need to role a 6 sided dice to get at least one 6?” You will never get a 100% chance, because there is always this one unlucky guy in the universe that will always get a 1 (theoretically). But you can come close to 100%.
For a dice it is a chance of 5/6 to not get a 6. for a 99% chance you need log(0.01)/log(5/6) = 25.25 tries.
It is all about probability and math.
http://www.youtube.com/watch?v=gENVB6tjq_M
All I can say the RNG is broken in general. In my guild there are only a few getting all the good stuff. Yesterday I had a discussion about Magicfind and one of them said, “it is useless, I get about one exotic per day without caring about it” Sad thing, It is true. My account has bad luck, I get probably 1 exotic drop per month. Never tried the MF with exotics to get a precursor that much, because I am sure I will lose all my gold then.
One got got more than 7 ascended weapon boxes by now, where others don’t get a single one. And they are always in the same group doing the same things.
So from my point of view there seems to be something broken. I don’t know what Anet did, but I think they probably generate a key when am account is created, that will never change.
Many are claiming Warrior can be played with high levels of success with little skill. Even if my gameplay sucks the video is still a valid representation of how Warriors aren’t as broken as people believe.
I don’t think your gameplay sucked (you were outplayed though), and I’m glad you took the time to make a video and share it.
Sure about this? The video shows me that he thinks a banner warrior is a warrior with 4 banners. And he needs to place them all when a fight starts, while turning his back to a thief. He definitively didn’t get outplayed there. If he would have started attacking the thief instead of placing Banner 2 and 3. Thief would be dead.
The key element of a banner warrior is the regeneration, he gets from the banners and guess what, ONE banner is enough to get this boon. There is no need to place 3 or 4 of them, when the fight starts, that is just stupid.
That video only shows that a warrior is capable to survive ridicules long without dodging.
@TO: What traits and runes did you use?
Because it is easier to have all the points in a list:
- Traits have to be at least 50 points in an offensive trait line
- Use berserker amulet
- Use Supportskills
- 15600 Heal over 30sec
- 18 Conditions cleanses within 30s
- 1 Stunbreaker
- Ability to survie Burst when caught off-guard
- good CC plus damage output
- not kite able, CC immunity/reduction
Think that was all
One Build that could come close tho this would be a Terrormancer:
http://gw2skills.net/editor/?fQAQNBmWDbkRLcvbTejePhA9w9wFQMSxxEMUKgn0B-TsAAzCpIKS9l7LTRyvsfN6YBymEA
Still some room for improvements.
- 50 points in an offensive trait line → 30/20/0/0/20
- Use berserker amulet → Codnition damage so I use rabit instead
- Use Supportskills → Not one
- 15600 Heal over 30sec → Could get close, 2*5300 + Conditions and Regen from Staff #2
- 18 Conditions cleanses within 30s → Staff #4 and heal cleans every consition every 25s so there should be a cleans every 12,5sec Spitefull removal (Spite III) shouldn’t Count here.
- 1 Stunbreaker → spectral Walk
- Ability to survive Burst when caught off-guard → that would mean no fear and deathshroud? Could be hard, because necros lack of escape skills.
- good CC plus damage output → thould be no problem
- not kite able, CC immunity/reduction → Is kite able. Bad moveability, no gapcloser, … but can CC the enemy as well.
Just because there are no top teams playing a bunker warrior means he has no good build to do so? What about regen-banner or shout warrior then? That’s definitely not a weak bunker.
The only class that is probably a bit stronger is a necro, but that’s because necros can’t run away
Fact is warriors have abilities for very strong (don’t want to say the best):
Condi, Diret damage, Support (banner, shouts), control (stuns/roots) and tank build (selfheal, endure pain, Berserker stance, …)
Warriors are a bit to strong in everything and i think they need a small nerf here and there. Don’t get me wrong, other classes need nerfes too, just to get back to a “normal level” again
To have the same clean look, the symbols would need to be black and white. Colors would look ugly and look like a beta or Chinese game.
Borders would result in even smaller icons.
And shading wouldn’t be clear enough i think.
I think you see a problem where no one exists.
i can’t remember them.
have to mouse over to check name and description.
some are still bearable since the location is kinda fixed.
most are just vague and confusing.
with icons there is no need to mouse over since at one glance i will know what icon is what trait etc.
now answer me, how would you feel if all the weapon skills, healing skill, utility skills, elite skill are roman numerals and not icons.
I can’t remember Traits by their numbers, too. (at least most of the time)
But would this change with icons? No.
Also I don’t think it looks unfinished at all. And there are some advantages over icons as well:
- You know witch trait is adept, master and grandmaster within seconds
- It is easy and faster to share by using numbers. If you prefer the names there will be no difference.
- Symbols are probably not clear enough. And it will be more challenging with more and more traits, that will follow.
- the traits are in a defined and logical order. I, II, III, … and not “the sword was next to the pig flying above the monkey”
- Not every one interprets a picture the same way, for example the vase/two faces thing. I don’t want to play pictionary all the time looking at traits.
I think it is fine with those numbers and icons wouldn’t make it easier.
You can’t compare traits with the skill in your skillbar. Yes those would look unfinished, but for traits it is a logical decision to use numbers.
@ Unleashed.Power build needs precision/power and crit damage to be effective condition only needs condi damage while duration and precision are bonuses.
We wont agree on that.
No one ever will live a 20 second condi duration spam fest while a necro can kill you just during the fearchain.Please explain to me why do you need condi duration if you can melt someone before the fear train is over aka 5-6 seconds.
No one will ever survive a Stunlock warrior hundred blading you to death, so what that is one build out of hundreds. that doesn’t prof anything.
Also gear does not include condi duration as a base stat like crit damage is.If condi duration would be the equivalent of crit damage on armor as stats than we would have an argument here but for not this isn’t the case.
I would love to see such a combination, like most condition players would. It is a shame that there is no such combination, but does that change anything on the mechanic how those stats work?
Wich as a matter of fact could be a good suggestion for someone to make to Arenanet in order to balance conditions once and for all.That and remove condition duration from any rune/sigil and foods,reduce the base condition duration on skills and buff the condi% duration stat on gear to match the current condi duration on builds, in order to make it effective.
Then remove +% damage and Crit damage traits, runes, sigils and food as well. See where this is going, there wont be many runes left then.
A necromancer does not need crit to inflict DPS, even without his burning trait, he will melt your face off.
As said above 780 Damage from a scepter Auto isn’t much. I think that damage deals every autoattack in a full power build. A Necro will not melt anyones face without crit and especcially condi duration.
If all a mesmer had was precision, what would happen? You would crit your 1 damage into 2?
You really compare precision with condition damage? Are you serious?
Use Power and you will see, how your dmage will increase.
stop bringing other mechanics into this discussion, they are irrelevant
Comparing a crit on a power build with a crit on a direct damage build isn’t an other mechanic. Both increase your damage by a random base. while, on a condition build you have to pay with traits and sigils to get a benefit out of it.
The same goes for crit damage. it increases the damage a crit can deal. same goes for condition duration.
A necro for example has to stack 1 thing, every other class in the game has to stack 3.
not true! as said several times.
CONDIS can’t crit, another variable must crit to create the supposed effects you are speaking of, I am talking about a core mechanic not something related to it. You need to fix the ROOT of the problem.
speaking of core mechanics, you have to look at the skills for there own. Necro Scepter one applies 5s bleed with 130dmg/s thats 650 damage plus a small amount of direct damage (without power that’s around 130) → 780 damage with an auto attack.
Try out a build with power only (no precision) and he will deal the same damage. Probably not a mesmer, without phantasms, but is that necros or conditions fault? Warriors for example hit much harder.
I don’t trust anyone’s math,
then calculate it for yourself
the rest
Condition is just an other form of damage, It has its strength and weakness like direct damage too. It is good, that a lot of classes can use it, because it is more flexible game then. Would be boring if guards could only play tanks.
@mini:
rampager gear would be the same as assasin gear. Does anyone use that to maximize damage (in WvW/PvE)? It would be even worth because Condition builds don’t need power.
Just a quick clarification, fellow players : In gamedesign terms, Class Balance means “how classes are equally powerful and efficient against / besides each other”. That generally means tweaking numbers without ever touching or adding any mechanical change.
It should only be tweaking numbers, but that only works. if every Class has x possible builds. And if there is no other work around you have to touch the mechanic, that is also part of balancing.
But i think I got what you want to say. Balancing and Build variety/diversity are two complete different things. But they are very strong connected to each other. Having no defined builds leads nothing to be balanced and on the other hand having no balanced builds it is a wast of time to introduce new builds, because the one OP will always be chosen.
You are totally wrong. Conditions need a combination of conditiondamage, condition curation and crit chance to stack a huge amount of conditions.
Additionally you need defense to survive a bit so you condition deal their damage, because they don’t work like direct damage and all the damage of a skill is there at cast. They have to mature like good wine.
But a set with condition duration, precision and codnition damage would be nice. Some kind of an equivalent to Zerker gear.
Totally agree on that subject.
And moving it foward to a GvG concept, air battle, housing at least 2 ships , each ship must defend and destroy guildvessel core held at base, ship could be upgraded on a similar fashion to WvW upgrades:
-increase crew size
-increase core hp
-upgrade turrets/siege
- crew morale boons
etcCould also put new achievements / bonus events
- Destroy opponent’s firepower
- Hold the deck
Was thinking about this few month ago, would be so epic to see that. On the other hand a castle would be cool, too. With siege weapons etc.
No matter what I want GvG
I have to add
potential damage: direct damage is much better, because of all this little damage multipliers available. Weapon X deals 10% more damage, Vulnerability, deal 10% more damage to bleeding foes, Crit damage, …
the rest is correct.
There are 4 good condition classes: you forgot the warrior
warrior has a really strong condition build (probably stronger then necro single target)
I am not sure about mesmer and ele, because i don’t have one, but
Confusion mesmer shouldn’t be that bad and ele should have access to a lot of conditions.
Guardian is bad, because he only has bleeds as far as I know.
@sorrow:
I hit the enemy or i miss him, it doesn’t matter, what damage type I use.
It is bad that you aren’t listening to whyme anymore, because he is right. There are so many examples in here, that show that condition damage has a lot of disadvantages against direct damage and the damage output is smaller and you think it they are all not comparable, but they are.
Where is the difference between hitting you with instant 3k or hit you with 500 + 2,5k over 5s from conditions? Both deals 3k damage while the conditions can be cleansed, you have more time to heal yourself, …
The only difference is there are not much attacks that apply such strong conditions. Where a lot of power builds are able to hit with 3k and more every second.
true story.
Conditions seems to be like witches in the early ages and they need to burn on a pyre. Just because they don’t know how it works it is evil and therefor OP.
- if 4s dhummfire is OP and 2sec is UP, it should be balanced with 3sec -> problem solved
- IP is a minor trait so this would be fine with 2sec -> solved
- Sun spirit? as you said perma blind for the whole team, would be fine too, he can still burn with a torch
-> solved
Thread can be closed
And to your Hybrid build: you have a hard counter and it is called tank. Your conditions are to weak and direct damage is highly reduced. And your also have no defense, because you need 5 stats to be effective and there is no place for defense. Only thing that could work would be the “+ x to all stats” armor. But i don’t think it will be effective.
Power dmg can do more damage in shorter timeframe. But power damage require constant contact with target – target can dodge, use LOS, break distance, etc.
Conditions can be used as “fire and forget”, you pull em out and now YOU can dodge, run, heal, whatever, while your target is melting.
Condition damage also needs direct contact, just because there are numbers poping up, doesn’t mean you still do full damage
Conditions can also be dodged, blocked, blinded, … and additionally be cleansed. Its the dame as above just because there are numbers poping up doesn’t mean you hit the target right now
Conditions apply their damage over time, and not instant. So the damage you see their was done “earlier”.
On topic with some math:
A Necro scepter auto attack hits for ~500 crit (could be to high) + 10s bleed + 4s bleed (66% trait ) + 10s (60% sigil) [best conditions] with 130 damage per second per bleed you have a autoattack of 3700 damage. unfortunately we can’t crit all the time and traits and sigils have a proc chance, resulting in much less damage.
lets say we have 50% crit chance we get:
416 direct damage (average) + 10s bleed + 4*0,66*0,5 bleed + 10 * 0,6*0,5s bleed
= 2584 damage per attack
ignoring every internal CD, attack speed and cleanse.
And 2,5k is nothing a Zerker can’t beat. The strength of conditions is their immunity to toughness making them bunker killers, where Power would fail. But on the other hand killing low armor enemies is slower.
And that’s why you see pvp flooded with power rangers. So much ignorance is rare…
conditions have some advantages against direct damage:
- constant damage against every enemy
- they apply their damage over time
- most important people don’t know how to deal with them
But they have some drawbacks:
- they are not stronger then Direct damage
- they need time to stack
- can be removed, and also prevented like direct damage (dodge, block, invulnerability, …)
What a lot of people don’t understand is that you have to do something against conditions early and not when the whole stack is applied and you have 25% life left.
PvE:
- Buildvariaty (how to improve controll, Support and Conditionbuilds)
- Class Balance (after #1 smth like this: https://forum-en.gw2archive.eu/forum/professions/warrior/State-of-the-Warrior-Discussion/first#post2976714)
- Monster AI
things i also want to be adressed, but i think they cant be discussed well
- Boss design
- Harder contend
- RNG/loot luck
- new maps
- downscaling
as it stands in the game right now….
- Tripling your Power Stat Will Triple your damage dealt.
- Tripling your Toughness Stat Will Not Triple your Armor value.
- Tripling your Vitality Will Not Triple your Max Health.
- Tripling your Healing Power (adding 2000 healing power is about equal to adding 2000 power, even though healing power starts at 0) Will Triple Regeneration, but Will Not* Triple most of your Heals. (it averages to about 15% every 1000 healing power for most heals)
- Tripling your Condition Damage (same as Healing Power…) Will Triple your Condition Damage, but, if there is One more Condition Build in the Party, it will CUT your ability to deal Condition Damage in Half, meaning that half of your stat investment is WASTED
If Tripling Power Triples your Damage, then….
- Tripling Toughness should Triple your Armor.
- Tripling Vitality should Triple your Max. Health.
- Tripling Healing Power should Triple your heals.
Thats right
…But Its not. In Anet’s Mission to rid the world of the Holy Trinity of MMO’s (DPS, Tank, Heal), they actually made every stat in the game, not quite useless per say, but definitely not as effective as Power on a 1 for 1 scale.
They said, they use a different System of Control, Support and DPS. But put too big Stones in the way of support and control, while making access to DPS very easy.
For Support:
Every Boon is equally strong and they are very easy to access by every build. There is no need for Boon duration, because most of the boons are permanent on. Nor a sat that boosts the boon effect. boost might from 10 to 40 Power for example.
For Control:
Trash is killed to fast and needs less to no control and bosses are immune to those effects, thanks to defiant and unshakable.
For DPS:
We have the only set in game that is full offensive (Berserker) nothing equal for condition plus a condition cap on top.
We have Encounters, that are a huge hp sponge. Noone with high toughness that would “need” more conditions only high hp, less toughness and huge numbers…
first, before investing too much gold, test your build in sPvP, because here you can change your equip for free. Only Problem, you cant combine different armor sets like in PvE. But for the first try it is ok.
You can support with heal, Well of blood, Death shroud 4(with trait) Regen from Staff. And a bit vampiric for yourself. But Some of them don’t scale (DS #4) and the vampiric scale pretty bad with healing power (should be changed in 15th patch).
I think a stronger healing support would be a banner or shout warrior(can be played with conditions as well), Water Ele or Guardian.
- Adrenal Health (15): This heal is perfect, I cant understand, why the healing signet dont work like this, 400 health every 3 seconds Because 400 health every 3 second would be around 166 health per second, which would be worse then it was prebuff
As i said in my first post here, for PvP he needs this high amount of heal, but in PvE it is just ridicules. Other classes have a regen of far less then 100 hp/sec.
- Merciless Hammer (X): 25% sounds a bit too high. It could be because of a bad scaling with power? Almost nobody picks this trait over Cleansing Ire, which means you need to invest 30 into defense to pick up this trait. A fair tradeoff.
Just because there is a “better” trait in this line doesn’t mean it is balanced.
- Inspiring Battle Standard (XI): Would be ok, if Banners could be destroyed, but right now, this means 100% Regeneration uptime for the whole group. You are kidding right? Somebody complaining about banners being too strong? First of all, you have to invest 30 into tactics which is huge. Second of all, banners have a long cooldown, much longer than their uptime so it isn’t 100% uptime in regen. Third of all, with all the regen that is thrown around, you can get nearly 100% uptime on regen anyway.
Let’s compare them with rangers spirits, they have a 35% (70% with trait) chance to apply their buffs. Without grandmaster traits, they are as immobile as the banners, with this trait they follow you and die within AoEs. Right now there is no counter to warriors banners, because they can’t be destroyed, making them unbalanced in my opinion.
I think you can also compare them with guardians weapons and engineers turrets, they also deliver a good support for the group.
Edit:
I was thinking about the battle standard (elite), too.
I think it is too strong, compared to the other revive skills in game, especially the necro one, who is considered to bring life into dead bodies.
Huge radius (600 vs. 180), smaller cast time (2s vs 3s) and buffs for the party. I know it is an elite, but I think it is the strongest revive skill in game (for a class with the lore of being master of weapons and killing people).
(edited by unleashed.8679)
I have to answer this first:
And again, STOP comparing traits from one class to other classes, it is totally different, unless you want every class to be the same.
How do we decide which traits and skills are unbalanced, when we don’t compare them to other classes? Only because I compare some of them, doesn’t mean I want all classes to be the same, I only want that they get comparable benefits out of their traits. That’s all. And if there is a trait unbalanced between 2 classes I will say that even if it is not primarily a warrior problem.
For example, Cleansing Ire it pretty much mandatory for almost any build, which means you need to burn 20 in Defense right off the bat. Fast hands is pretty much mandatory as well for most builds so that is another 15 into Discipline.
I think this is a bad point to start with, because you can play a warrior without these traits, too. They are strong and boost sustain and/or offense very much. It would be the same to say every Necro plays a condition damage build, so we don’t need to balance the power based traits.
And now to you objections:
- Looks ok, only thing is that his damage boosts for high his damage weapons are in there (GS and Axe). Which isn’t bad, but compared to other classes, ranger for example has to invest 20 Points in a defensive traitline for 5% more GS damage. (no real warrior Problem) That is all fine and dandy except for the fact that almost no warrior in sPvP invests in strength because you need 20 in strength for it to be worth it, and we are pretty much locked deep into Defense and Discipline trees. It is a heavily underused trait line, even when compared to other classes. And comparing specific traits between classes is stupid. Rangers get 50% endurance regeneration just as a minor adept trait, what is your point?
As I said, that is not a warrior problem by itself. It’s a problem other classes have and it has to be fixed there. I just wanted to mention, that this could sound unbalanced if you compare it with other classes. And show that they need a fix, too.
- Deep Cuts (III):50% Bleed duration is isane. His Autoattacks apply 8s bleed (6s with rifle) and up to 12s bleed with #2-5I don’t think i’ve heard anybody call this trait insane, and it really isn’t considering condition warriors aren’t used in tPvP. 50% extra bleed duration in most cases is over kill because bleeds are often cleansed before you see the 50% take effect, unless of course you have no condition removal which is your fault. It is a sweet trait, but hardly overpowered.
Even if those 50% are never reached due to condition remove (not in PvE), the trait is stronger then the traits of other classes, because they only get +20% and have smaller bleed duration from their skills.
- Attack of Oppotunity (25): Not a warrior issue, but again compared to Necro, Engi and Mesmer it is stronger and with (trait 5) and a decent crit chance it’s nearly permanent, compared to Guardian, Ranger and Thief it is ok. I think the other 3 clases could need a buff here and maybe change the bleed with cripple? This trait is perfectly fine the way it is
As I said, not a warrior Problem, but look at the engeneer for example. He has the same trait at the same points to spend, but only gets 5% more damage. Unbalanced? Yes. Problem of the warrior? No.
What is bad about this trait is the fact that it is a 10% damage boost to the berserkers, because they apply bleeds like hell (trait 5) and not a condition build, because it boosts only their relatively low direct damage.
- Dogged March (II): 33% less CC is strong for a adept trait, with aditionaly regeneration. Maybe reduce it to 20-25%, regen is fine
Again compare it with Engineer and Ele , both have -33% Cripple, Chill and Immobilize with no regeneration as a Master trait (X and XI), sounds a bit OP to me. I don’t think 20% and regen is fair as a adept trait.
(edited by unleashed.8679)
1) Remove condition stack limit
2) Vampiric build that heals yourself (better use of healing power)
3) new melee weapon, with gapcloser/jump and cleaving attacks
4) condition attacks in deathshroud (probably second skill set)
5) more underwater elites. plague form isn’t good for power and MM build. I see no reason, why lich and the golem can’t swim.
6) underwater wells (without ground targeting, probably cast on target?)
7) replace reanimator trait with something useful like permanent scythe on staff
It works most of the time, there is only a problem with those lifting ramps. The rest is flat ground.
@Red Falcon: The problem is, that the warrior has this slight advantage in every build he has. There is nothing I would say a warrior can’t do* or class X is much better at this.
*except of pets
Necro is also good at clockheart
because he can pull (spectral grap) or fear the projection/ghost to the clock heart.
killing it next to him resets the electric fields and stops his stacks
There is no massive damage needed

