Showing Posts For unleashed.8679:

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: unleashed.8679

unleashed.8679

You forgot about the mark of evasion Trait:
- The evasion Mark of Blood does 33% less damage
- The evasion Mark does only last ~5sec
- The evasion Mark does only 3 stacks of bleed [known: NB0060]

And Reapers Touch:
- Reaper’s Touch has to hit an enemy first, cant be cast on allies first.

All from my old post

the commander icon

in Suggestions

Posted by: unleashed.8679

unleashed.8679

Would like to see some kind of vote for a commander. So the server can decide who is good and who just sucks. Right now most of the people follow the guy with the blue symbol and don’t think what they are doing there (The Zerg). The commanders doesn’t give any commands and just runs his farm rout. No defending or force people to stay in a base and upgrade it, only zerging around. After you get voted you will be commander for few days and lose the rank then.

For the people who spend 100g, they can form a bigger group of 15-20 persons in WvW.

I dislike the idea of ranks because every idiot will get them sooner or later and then we have the same problem as before. Plus you can’t show how good your tactics, decisions and leadership are in an achievement.

Top Requested Changes to WvW made in the Forums

in WvW

Posted by: unleashed.8679

unleashed.8679

just make a mesmer proof upgrade to walls.

You know that the walls are reset when the keep is taken over?
And Mesmer that port over walls were inside the base and you didn’t find them (or they cheated/exploited)

Combat Rezzing Needs to Change

in WvW

Posted by: unleashed.8679

unleashed.8679

@Dark Savior.7589:
Why only for outmaned? That is not a problem of the server being outmaned, it’s a problem of fighting in the smaller group/outside the Zerg. And with the current system you can’t thin the larger group, even if you get managed to kill one (not down) they just revive him in such a short time.

The smaller group can’t just stay there and ress one guy for 5s. Who ever trys that is dead. In the bigger group you get less damage (less enemys do less damage and skills do damage to max. 5 player) so you can take that time to revive dead people while in combat. Big advantage for the bigger group (plus they are still more people).

I would love to see the whole dead people rezzing gone. This would make WvW more challenging and tactical. For both defender and attacker.
- Defender can kill the attacker and defeat them
- Attacker can kill the people inside the keep.
- Both sides now have to think about how they manage to get their people bag into battlefield.
- And how to stop the enemy from getting reinforcements.

- And last but not least Zerg vs Zerg will not be the endless battle it is now.

Top Requested Changes to WvW made in the Forums

in WvW

Posted by: unleashed.8679

unleashed.8679

@AkiraZero.8514:
If a team get’s managed to organize those 5 mesmerportals it’s ok for me. But it can’t be that one person can break the defense for the whole server. With some teamwork and organisation it’s ok and the fault of the Team capturing the camp and not cleaning it.

Yes i have to agree, do not nerf the ability to port through walls. That would be the stupidest thing ever and delete one tactical element in the game. [hope i didn’t say that in my post]

For the commander, why not voting for him. Any automated system can be manipulated. How can a computer decide that a command someone makes is good or bad? Or is it the person who places the most Siege-weapons? → will be like buying the commander.

I think that a big guild can vote for their commander shouldn’t be that big deal. If they think their guy knows what he is doing, why not? [No i am not in a big guild 40 man and 15 max. in WvW]

Downed-State is here to stay

in WvW

Posted by: unleashed.8679

unleashed.8679

As a player playing a Necro.
Do not disable the downstate, probably reduce the reviving speed a bit. Because it is crazy how fast people get ressed sometimes.
But disable the ability to revive dead players.

Top Requested Changes to WvW made in the Forums

in WvW

Posted by: unleashed.8679

unleashed.8679

Lot of good points here, hopefully some of which will be looked at by ANet to make WvW more enjoyable.
The one I really disagree with is Mesmer portals, people are just whining about it due to getting stomped without realising it, simply because they we’re too busy zerging off to their next destination before fully sweeping the place they just took over.
My server is also guilty of this, doesn’t matter how often I tell them to check every corner I still see them all run off and I end up having to check a whole keep by myself!
If you cant have 2-3 people just spend an extra minute or 2 to check around then the only real blame should be placed on yourself.

Also as a Mesmer I can tell you the portal isnt all that great, even when I manage to stay behind in a keep thats just been zerged to death, its very rare people pay enough attention to me to take advantage of it, they usually ignore me shouting in map chat where to come to in order to be ported back in and just go swing wildly at the gates until they die! >.<

I don’t have a problem with that and i don’t know why everyone thinks of mesmer hiding inside keeps, when someone says the portal needs a nerf. It’s you own fault when you don’t clear the camp!

But that mesmer are able to teleport the whole server with one portal makes this skill to the strongest in game. It’s the only skill that can bypass defense for the whole server (well only “skill that can bypass defense” would be enough). So why would it be such a big nerf to only let 5 or 10 people pass it?

A nother thing is that the portal exit is an instant cast. The mesmer can stealth or just suicide out of the keep and place the portal next to you and you cant do anything against it. You can’t interrupt him or kill him fast enough.

Another addition to the list would be the commander title, it should be earned and not bought, I’ve seen it brought up in many, many threads. People generally blindly follow commanders into whatever situation is going on just because of the icon, even if its an obviously bad plan!
There should be a system to earn ranks instead!

+1 Just by farming 100g you don’t become a good leader. Just let people vote for commanders or something like that. I have seen people coordinating the server via map chat much better than any commander out there and they just don’t have the 100g to spend on that stupid icon or don’t need it.

The 100g actual commanders spend could be user to give them the ability to form raids.

(edited by unleashed.8679)

Necromancer bugs compilation. (discontinued)

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Posted by: unleashed.8679

unleashed.8679

- And as mentioned some days ago, the CD of the teleport of spectral walk is applied while you are in midair, for example jumping from a wall. But you do not teleport. Should work while falling or after you hit the ground (if you aren’t dead).

Not sure if this is a Bug or intended.
-You can teleport back inside a keep in WvW with spectral Walk only through the gate. From top of the gate doesn’t work nor from top or behind/trough walls.

Suggestion: Sell Karma and Skill Points in the GEM Shop

in Suggestions

Posted by: unleashed.8679

unleashed.8679

And it will benefit the goldseller/botter much more. now they can make everything to money.

What's wrong with my bleed math?

in Necromancer

Posted by: unleashed.8679

unleashed.8679

I think he means 5% runes, as there are no sigil of krait, centaure and afflicted.

Do you have the trait that gives 20% more bleed duration active? because that would make 6s out of it.

Mesmer Portals, one skill to rule them all

in WvW

Posted by: unleashed.8679

unleashed.8679

It is enough to hide one inside, the first who use the portal need to be 5 more mesmer and you have 25 people inside within no time. I mean you bypass the defense, that should not be a thing of one guy, who achieves this, that needs teamwork. Not to destroy the gate/wall is a huge advantage.

If you get to manage that you have my respect, but not one guy, hiding inside a huge castle, who can bring the whole server bypassing the defense with one skill.

With this change you will be still able to bring a small squad to flank the enemy, etc. It will still have tactical effects. And it will hopefully reduce the Zerg a bit and builds some smaller specialized squads and a real WvW not ZvZ.

One nice side-effect, it will reduce the problem of invisibly a bit, because there will be less people who port so less skins to load.

By the way, I don’t have a problem with 8(sPvP) or 10 people to use one portal, but not everyone at the same time, that is just ridiculous.

(edited by unleashed.8679)

Mesmer Portals, one skill to rule them all

in WvW

Posted by: unleashed.8679

unleashed.8679

First, none says that the skill has to go completely, it just has to get a limit of people that can use it. That will not make it imbalanced, because there is no other skill like it, that compares with it’s power. But to port the whole server and only for even that “short” distance isn’t OP for you?

It will not ruin the whole mesmer hides inside a keep stuff. For me that is a legit tactic, you have to keep the keep clean after taking it over. And for the attacker, you just need more mesmer and organisation to get the whole server inside the keep within a second.

It will not ruin the supply-runs. They will still work, probably a second mesmer is needed but who cares.

Are you scared about a bit more organisation to use that powerful skill?

Downed state just isn't a fun PvP mechanic

in WvW

Posted by: unleashed.8679

unleashed.8679

Have to echo foofad. You can’t just remove it and add health. You’d make burst builds the entire meta.

Downstate benefits most of those burst build in its actual form. They still do their huge damage, while tanks die within the same time and do no damage (3s for the finisher).

What downed state helps the most is small coordinated teams. Zergs don’t get as much benefit as they have enough to revive even if the player was defeated. People going it alone are just complaining about going alone in a game that does what it can to promote playing together.

Guild wars is mainly designed for squads of 5 people, not for the Zerg. And the downstate does only benefit the bigger group. They are normally the first that will do the kill and then all downed will stand up as if there was nothing.

Seriously, you down one guy out of 50 and want a reward? Why the kitten are you there in the first place? Run!

For me, I want that a kill in WvW counts something. With the actual form it is worth nothing, because if you get someone down inside a group he doesn’t even finished his falling animation and is back on his feet. When you get managed to kill someone, he will be ressed within how many second? 10s by one person?
Why can’t it be possible to kill the Zerg one by one? No, theoretically you have to kill them all at the same time. Which is pretty hard cause your AoE only hits 5 people.

As mentioned above, I would like to see:
- dead people are dead and stay dead.
- revive of downed should be reduced, cause it is too fast right now.
- the downstate should not be affected by your equipment.
E: – forgot about rally, very bad in WvW, cause of infinite number of enemies that could rally at once.

(edited by unleashed.8679)

Downed state just isn't a fun PvP mechanic

in WvW

Posted by: unleashed.8679

unleashed.8679

Downed state is great, learn to work with it its not hard.

yes its not that hard, just do 111111211111311111….

Seriously. For me the Downstate in its actual form is nothing we need in WvW. It’s just an other mechanic that benefits the Zerg. It’s nearly impossible to defend a Base against a big group because everyone will be revived within seconds.
- One person can easily heal the damage a ballista deal to the downed player. And that weapon is made to take down single targets.
- Glasscannon builds benefit most out of it because the finish-off takes 3sec but they just do much more damage than a tank. Yes you can also finish them in stealth (in my opinion a bug) or just by damage, but that still needs lot of time, too.
- if one person gets killed, infinite people could be rallied. And normally the bigger group will do the first kill.

For me the downstate doesn’t have to go, BUT there should be changes:
- The amount of heal the downed player get per reviving person needs to be reduced.
- When the reviving person gets hit to hard (10% of hp?) It stops reviving.
- The damage while downed should be equal, no benefits from weapons/armor/stats/on-hit effects
- And most important dead people should be dead. It makes no sense, that the Zerg in front of the door can’t be decimated nor the people inside the Keep!

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: unleashed.8679

unleashed.8679

Played a bit with the mark of blood and that trait.
- The dodge one does only apply 2 bleeds [which is known: NB0060]
- The dodge one does less damage on explode ( ~130dmg vs ~100 dmg only staff equipped in Battleground vs. Heavy Golem Traits 20/20/0/30/0) But seams to be same Power skaling.
Edit: OK its more like 50% more Damage from the staff skill. Baucause a Crit of the dodge mark does as much damage as an noncrit Staff Mark of Blood
- The one from the dodge lasts only 5 or 6s, While Mark of blood lasts till it is cast again, well at least much longer.

And yes i can confirm, that the Blast finisher is applied on the dodge, not when the mark explodes. Easy test just dodge in a Well, when none is around.

E2: probably no bug, but a nice to have feature: If cast Reaper’sTouch and have an allie targeted, it will not hit him or bounce. Just flies through him and the skill is lost. But because the skill has a buff to allies this should work, i think.

(edited by unleashed.8679)

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: unleashed.8679

unleashed.8679

Found one:
Plague Form – CD of the skills are wired. normaly 1s. If you make a short break it’s ~0.5s and sometimes without a reason 1.3s while spamming the skill/s

Could be caused by lags but i don’t think so

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: unleashed.8679

unleashed.8679

One new visual bug: Staff #2 “Mark of Blood” doesn’t change your Staff into a scythe. While all other staff-skills do.

I’d really would like to see the scythe all the time and not only while casting, but i think that will never happen

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: unleashed.8679

unleashed.8679

Earth still works on death, didn’t get fixed 100%

But anyway. The necro skill is unbalanced, the necro is the summoner of the death and is worth in reviving allies than an ele?

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: unleashed.8679

unleashed.8679

Spectral Walk – If canceled while falling you get 60 sec CD but you wont get teleported back to your starting location.

@floppyjr: First I havent tested this, but if the allies where dead they wont be revived. The skill only works on downed players. But that skill seams to be unbalances to me, if you compare it with the Ele revive. Even if it works correctly and only revives downed players. more range, radius, less CD and more variation. But that’s an other story.