Showing Posts For whyme.3281:

Why Warriors Need a Nerf

in Warrior

Posted by: whyme.3281

whyme.3281

30% overall damage nerf, am I playing the wrong game? Or do you count quickness which effects every class?

Why Warriors Need a Nerf

in Warrior

Posted by: whyme.3281

whyme.3281

Just look at the facts:

Warriors a year ago had a big weak spot, condition damage, but to compensate this, they had high hp, high armor, health regen and invulnerability to direct damage. Yes they could be kited, but this was due to their bugged gap closers (bulls charge, ….).

After “fixing” their weakspot, they got one of the best condition removals/imunities in the game. But on the other hand they didnt give up one of their other stregths, that should compensate this weakness. Health regen got buffed, damage stayed more or less the same (some number tweaking), every other stat stayed the same.

Its like the hole in the death-star, the put a giant Laser cannon on top of this little hole, so that everyone that wants to shoot in it, get killed.

Now we can discuss if this is balanced and every other class is just underpowered or warriors a OP, but fact is, they are above average balance vise.

[All] ANet - Do You See This as Balanced?

in Profession Balance

Posted by: whyme.3281

whyme.3281

warriors are finally balanced properly, as for the reason there are a lot of topics regarding warriors, is because warriors were not quite balanced at launch, and over many months, the non warrior players have gotten very used to seeing warriors as free easy kills.

in other words “warriors arent OP, every other class is UP”. Fact is, that every warrior build is above average. The only things they dont have are clones/pets and invisibility. And i think when new skills get introduced, atleast one of this two gets “fixed”.

Warriors a year ago had a big weakspot, condition damage, but to compensate this, they had high hp, high armor, health regen and invulnerability to direct damage. Yes they could be kited, but this was due to their bugged gap closers (bulls charge, ….).

After “fixing” their weakspot, they got one of the best condition removals/imunities in the game. But on the other hand they didnt give up one of their other stregths, that should compensate this weakness. Health regen got buffed, damage stayed more or less the same (some number tweaking), every other stat stayed the same.

Its like the hole in the death-star, the put a giant Laser cannon on top of this little hole, so that everyone that wants to shoot in it, get killed.

Ranger Balance [Post CDI]

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Posted by: whyme.3281

whyme.3281

More HP and thoughness dont fix anything. It would help at the moment, but what if there were new runes, or new weapon sets, the HP need to be increased even more.
And what about wvw roaming? The spirits cant be killed.

Why Warriors Need a Nerf

in Warrior

Posted by: whyme.3281

whyme.3281

to be fair, rangers ask for buffs/changes since release and nothing happened. other classes too.

Warrior had issues at the beginning with low survivability, weakness to condition damage. But they got buffed over and over again. Their initial weakness to condition damage is now one of the things they shine over other classes.
And now come the important part, they got all this without any sacrivice in either damge or utility.

yes, such things are build dependend, but warriors have easy access to this good traits and skills.

Why Warriors Need a Nerf

in Warrior

Posted by: whyme.3281

whyme.3281

so no trinity = imbalanced classes?

Why Warriors Need a Nerf

in Warrior

Posted by: whyme.3281

whyme.3281

Honestly it’s more like this:

Bunker : Guardian > Warrior > Every other class
Support and healing allies : Ele/ Guardian > Warrior > Every other class
Solo roaming in WvW : Mesmer > Warrior > Every other class
Single target damage ( PVP) : Thief / Mesmer > Warrior > Every other class
Single target damage ( PVE) : Ele/Thief/Guardian > Warrior > Every other class
Might stacking: Ele/ Guardian > Warrior > Every other class
Utility ( PVE – blocks, reflects, boons): Guardian> Warrior > Every other class
Condition damage: Necro/Engineer> Warrior > Every other class
AOE damage : Necros/Eles/Engis > Warrior > Every other class

Read it. Understand it.
Maybe realize warriors aren’t OP.

I’m too lazy to correct some of them but you get the idea. Warrior isn’t the best, but it sure as hell is NOT the least for most of those.

Maybe he ist not the best in everything, but above average, which makes him “OP”.

why could help is, take a build and give it points 1 bad, 10 good and fill out the list above. Then do the same for other classes with different builds and you will notice that most of them will have 25% less points in total.

E: maybe you should split AOE dmg into melee and ranged AOE.
E2: and fill out some netcharts to visualize the results.

(edited by whyme.3281)

Ranger Balance [Post CDI]

in Profession Balance

Posted by: whyme.3281

whyme.3281

I disagree on pets stats being tied to ranger ones. Least the primary ones.
Pet having separate stats from ranger is what makes up for diveristy and ability to do things others can’t like being both dps and tank (bear pets), or condition applier and dps (melee ranger, condition pet).

Maybe I didnt wrote this specific enough, every pet should scale different with the stats.

For example a bear should scale good with defensive ones, medium with power ones and bad with condition damage.
Cats medium with defensive, good with power and bad with condition damage.
spiders medium with defensive, bad with power and good with condition damage.

So bears would still be tanky, but not make your build a completly different one. If you build tanky and take a cat for example, it wouldnt be that effective, than taking a bear.

Right now, we have the problem with “condition-bunker-spirit-ranger-with-cat” build. due to spirits you dont need precision to apply your conditions, you only need condition damage, the rest of your stats can be tanky ones. But with the cat you still have high burst crits (~30% of a berserker build). The cat completly changes the whole build and making it overpowered compared to other condition builds.

On the other hand a spider or bear in a power build will make this build less effective. Because you loosed 30% of your damage while getting no benefit out of it.

The last example is a tank build with a cat. The tank ranger is hard to kill, while still dealing 30+% of the damage of a berserker build because of his pet.

All these 3 examples get completely different benefits out of the pets, but every one is most effective with a cat and not with the pet, that suits to armor stats.

Ranger Balance [Post CDI]

in Profession Balance

Posted by: whyme.3281

whyme.3281

Pets should scale with ranger stats and dont have their own. Thats the biggest issue in my opinion, why rangers will never be balanced.

with pets having their own stats we have strong PvP hybrid builds and WvW roaming builds, but damage builds and support builds are defective. But if you push those damage or support builds, the hybrid ones would get overpowered.

The second issue is, that pets dont hit moving targets and dont dodge attacks.
Hitting moving targets can be improved by increasing the attack range, so that you need swiftness to outrun their attacks, not only normal movespeed.
Damage reduction is a bit tricky, because it can make them OP or completly useless with small number changes. AOE damage reduction could work wonders, a dodge/evade/block every 10 seconds could help in PvE, but not in WvW Zerg fights. Increasing HP would make them OP in 1v1 situations.

I would suggest, to start with ranger balance, we should overhaul the pets:

  • let pets scale with ranger stats
  • increase pet hit range (melee pets) and projectile speed (ranged pets) to properly hit normal moving targets
  • give them XX% damage reduction to AOE, when a spell hits more than one target
  • a damage block every ~Yseconds
  • Lower their base stats (because of scaling)

This will be the only way to go, to balance rangers. You can change traits, skills and even base stats, but this wont fix the ranger, one build will stay op while others will be underpowered.

[PvE] BALANCE SEPARATION [WvW]

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Posted by: whyme.3281

whyme.3281

Make PvE dungeons more challenging (faster attacking enemies), remove defiant on bossmonsters and remove condition cap. And no separation is needed.

And nice sideeffect, without condition cap, condition damage can be balanced on PvP, WvW and PvE without separation.

[PvX][WvW] ranger pets scale with armor stats

in Profession Balance

Posted by: whyme.3281

whyme.3281

I know this is more a suggestion, but it would fix almost all the ranger balance issues (PvE vs PvP) at once.

Fact is, in 1on1 situations (PvP/WvW) rangers deal tons of damage while in PvE they deal to less (compared to other classes).

example:
The fact that pets dont scale with armor pets, makes condition rangers with cats very strong in 1on1 situations, because the cats still deal 30% of normal classes berserker damage, while the ranger completely focus on condition damage and survivability.
This means a condition ranger with pet deals full condition damage plus 30% berserker damage and because of the sun spirit they dont even need prezision to apply their conditions. Only condition damage is needed, the rest can be used for vita, thoughness or healing power, without any loss in DPS.

In PvE and large scale battles on the other hand, the pet dies within second in strong aoe damage, making them useless and reducing the rangers damage=efficiency by 30%.

suggestion:
Let pets scale with ranger stats.
for cats this would be: 120% precision, 100% Power, 120% ctir damage, 60% vita, 60% thoughness, 75% condition damage….
for bears 50% precision, 120% power, 50% crit damage, 120% vita, 120% thoughness, 50% condition damage,…
for dog:s 75% precision, 120% Power, 50% crit damage, 100% vita, 120% thoughness, 75% condition damage,…
for spiders: 100% precision, 50% power, 50% crit damage, 100% vita, 75% thoughness, 120% condition damage,…

Thes are only some example values and needs to be balanced on their own, but this change would close the gap between hybrid condition builds and direct damage builds and put them on the same level. And if they are at the same level, they can be balanced to the state of other classes, without making one of them to strong or to weak.

[PvE] BALANCE SEPARATION [WvW]

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Posted by: whyme.3281

whyme.3281

No more seperation.

PvE has other problems (Condition cap) if the condition cap would be removed, we would see such a nerf to condition damage aswell.

The overall damage in WvW (and the over all heal) is too high in my oppinion. At some point its who presses his skill first wins and this cant be seen as balanced.

Triple edged sword of pet AI

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Posted by: whyme.3281

whyme.3281

It wasnt me, that postet that, but I think you get me wrong there, i mean envolving AI of everthing, not only pets. Every monster you cross, will at some point cry for help, if he gets to much damage and other monsters of this type will come and help him out.

Btw. Its not only the AI, that prevents our pets from hitting, the Moa elite of the mesmer makes our pets stronger, becuse his #1 skills is a leap or can be castet while running (im not sure here). But if your pet is moad, it will hit like 80% of his hits, while as normal pet its only 20% to a moving target.

Triple edged sword of pet AI

in Ranger

Posted by: whyme.3281

whyme.3281

I dont see any problem here, it’s this “everyone is a noob, we cant make the game more difficulty” thing, that ruins a lot of todays games.

Improving the AI would make PvE more challanging and more fun.

The pets damage on the other hand must be lowerd, because if they hit, they hit like a truck.

Why I dont understand is, why cant ANET make an envolving AI, lvl 1-30 like it is today, at lvl 30-60 they are smarter and at lvl 60-80, they use combo fields, dodge, heal, …..

And I dont think, they only have one AI for all enemies and Pets, bandits for example are smarter, they retreat and so on.

[PvE] Defiant and it's stacks.

in Profession Balance

Posted by: whyme.3281

whyme.3281

My suggestion would be, remove defiant completely make bosses go enrage, when they get interrupted too often.

Enrage would make them move faster, attack faster, deal more damage and imune to CC for some time (for example 30seconds). So fighting bosses would require teamwork to interrupt them and not CC spam.

Your wishlist for 2014 (ranger changes)

in Ranger

Posted by: whyme.3281

whyme.3281

Pet
1st Wish = Pet hitting moving targets
2nd Wish = Pets scale with ranger Attributes
3rd Wish = Griffons
4th Wish = Pets with lower health but that can dodge on their own (or if the ranger dodges)
Weapons
1st Wish = change Longbow to AOE damage
2nd Wish = New weapon: Rifle (long range singletarget, high damage, slow speed)
3rd Wish = change sword #1…
Trait system
1st Wish = reorder some traits, that they fit to the traitlines (trap skills)
2nd Wish = All bonus damage traits work on our pets too
3rd Wish = Traits that reward pet swapping (change Masters Bond)
Utility Skills
1st Wish = Healing skill, that passive heals your pet for when you deal damage. Activate it to resurrect your pet. With trait “signed of the beastmaster”, you get healed when you pet deals damage, too.

I think ranger is more or less good as he is, he need some bug fixes and the pets need some love.

The biggest wish of all ranger would be a nerf of the warrios (their banners support better than spirits), the have better long range AOE damage, more damage, better sustain, ….

[Merged]1year post launch. How Anet feel on Trinity?

in Guild Wars 2 Discussion

Posted by: whyme.3281

whyme.3281

I don’t miss the trinity, but I would love to see other builds than DPS shine in PvE. ANET mentioned before the game was release, that they want to replace trinity (tank, healer, dps) with (support, control, dps)

Every of those three roles has problems:

  • DPS:
    Only direct damage is viable in PvE, Conditions are to much restricted by the dps-cap. 2 condi-builds hitting one enemy, reduce their damage dealt. And there is not one high toughness boss in the game, ok there are some, but they are structures, where no conditions are applied anyway, …
  • control:
    Unfortunately they made it impossible to control anything in PvE, because of the two buffs every champs gets (http://wiki.guildwars2.com/wiki/Defiant and http://wiki.guildwars2.com/wiki/Unshakable) making them immune to any form of control effects. And additionally I think chill does not have any effect on NPCs skills.
  • support:
    Buffs are to easy to get. It doesn’t matter if you play DPS (full zerker) or use a specific support build (+boon duration, healing power) your boons will always grant the same bonus. The boon duration can be ignored, because you can spam most boons anyway. and you get a 100% uptime. There is no effect multiplier, that would make your boons stronger then others, so it is worth using support specs. i.e. might grants 10-40 Damage depending on a new stat (boon efficiency), protection grands 20-50% damage reduction and so on. It just needs something, that makes support viable, something, that makes your boons stronger than any others, … Right now no one takes a support into a dungeon, because a warrior can apply the same effects and deal 2-3 times the damage.

But because direct damage seems to be the only non castrated build in this game, every one is running full Zerker gear in PvE.

CDI- Character Progression- Vertical

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whyme.3281

Ok another brainstorm idea.

What if certain pieces of ascended gear could be crafted and sold on the TP such as gloves and boots?

Chris

This would ruin the economy. People with money will get richer and richer and will dictate the prices in TP, like we have with legendaries at the moment.

I think Ascended gear wasnt needed in total. Exotics were obtained a bit too easy, but this could be compensatet by an increase of the crafting costs. Infusion slots could be simply edited by infusing them in the mystik forge if someone needs more agony resistance.
Acsended gear is too expensive and costs too much time to get, that playing an alt or even try a new build is made really hard and very expensive.

An alternative would be an Armor retrainer NPC, that can change your armor stats for 15s per armor piece and you can choose the stat of the ascended Armor afterward. This would make ascended gear a lot more buildfriendly. But you need to go to a NPC and pay him for respecing your armor.

This change would make Ascended gear a lot more interesting for all players. Yes you have to invest some time and Gold to get the gear, but after this, you have no downside if you want to test some builds. Even getting Ascended gear on Alts would be interesting.

Is it time to put a cap on damages?

in Guild Wars 2 Discussion

Posted by: whyme.3281

whyme.3281

Warriors and thieves should do more damage than other professions. Nothing should be changed.

Why warriors? They have high survivability, they should not be able to deal more damage than a ranger for example.

@Topic: Like that idea, but it would make some gear completely useless, because you only need a few items of for example Zerker gear to reach that damage cap.

I think the direct damage in general in GW2 is too high.

CDI Topic: Rewards in PvP

in CDI

Posted by: whyme.3281

whyme.3281

actually, i came up with an excellent method to determine the “end of match participation gold reward” formula.

use team points. really. it is that simple.

for example,
if end of match participation gold reward for team arena is 1 gold
winning team scores 500
losing team scores 300
winning team gets 500 / 500 × 1.00 gold = 1.00 gold
losing team gets 300 / 500 × 1.00 gold = 0.60 gold
winning team then gets additional 2 gold for winning the match
losing team gets 0.60 gold for their effort of 300 team points

then we look at another scenario where one team destroys the other team
winning team scores 649
losing team scores 100

winning team gets 649 / 500 × 1.00 gold = 1.298 gold
losing team gets 100 / 500 × 1.00 gold = 0.20 gold

in this system, if people wanna farm in team arena, they need to put in some effort to score some team points or else they do not get much at all.

for hotjoin, make it so that it tracks the amount of time a player has been in the team that wins or loses.

Why pay people for loosing a game? in PvP you dont have to repair your equipment, why not only pay the winning team, so that noone can say, “i stay AFK, I will get my gold anyways”. They have to fight for it.

Ok this would have a downside too, cause you will see all those OP builds, but you see them today anyways…..

CDI Topic: Rewards in PvP

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Posted by: whyme.3281

whyme.3281

@Deimos: we will not agree about that. Why should a PvP player that has nothing to do with the PvE economy more influence (gold) in the market than a PvE player that needs those items, it makes no sence.

PvP is not endgame, it is something you can do, but not that you have to do. You can start PvP with a lvl2 champ (right after you finished the intro) and you can be as effective as someone who player 3k+h and you dont need gold to do so. While in PvE or WvW you need gold to get your gear.

PvP should not be more rewarding than PvE. You should get enough gold, so you dont feel poor after playing 2 month PvP only, but not becomming richer than someone who needs the gold to buy equipment, bufffood, blueprints, …

CDI Topic: Rewards in PvP

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Posted by: whyme.3281

whyme.3281

Its not a pvp patch. its a pve one.

-tomes (pve lvl) for gold
-4 more APs per day
- pve gear in pvp
-glory deleted
-rank deleted

this is so sad

But it will populate PvP with a few PvE players, which isnt that bad.

yes, much, much more gold, please.
for example,
game mode | gold rewards
casual PvE | 100%
casual WvW | 100%
casual sPvP | 200%
competitive sPvP | 500%

the gold reward from sPvP must be much, much higher than PvE. at least 2 times higher for casual sPvP and 5 times higher for competitive sPvP.

You forget the buff food and repair costs you have in PvE and the Material you need to craft your gear etc. While in PvP you need nothing. A small amount 15-25 silver per match will be enough. The reward should only compensate the inflation gold has, but not make PvP players richer than PvE players.

Maybe introduce turnaments with high risk but high reward. 1,25gold fee per team and winner takes all.

Forming an alliance, who would you side with?

in Guild Wars 2 Discussion

Posted by: whyme.3281

whyme.3281

I’d have to pick the Quaggan.

FACT: Quaggan are so dang cute, they’re too polite to SAY THEIR OWN NAME.

FACT: When Quaggan become enraged, they TRANSFORM.

FACT: Quaggans who can control their rage are SHUNNED by Quaggan society.

Beware: RISE OF THE QUAGGANS is coming.

When they explain their plans, all will die, cause it takes sooooo loooong

Buying gems = lower MF luck rate

in Guild Wars 2 Discussion

Posted by: whyme.3281

whyme.3281

No gem purchased with real money, low ammount of exos and no precoursor, I think I am doing something wrong then….

Choose Scarlet death !

in Guild Wars 2 Discussion

Posted by: whyme.3281

whyme.3281

Why dont you all like scarlet, she is really sympathetic.

Condition vs Power/crit problem

in Guild Wars 2 Discussion

Posted by: whyme.3281

whyme.3281

To be clear here, we are only talking about PvP end duels, right?
Because bunker condition in any other scenario (dungeons, PVE, group/organized WvW) is just a waste, 2 or 20 players with similar build cause almost the same damage.

He is writing about c/v/t, so PvE and WvW. Cause it is no PvP stat

The only equivalent with only condition damage and no other offensive stat is settler with thoughness mainstat so there is really low damage.

Condition vs Power/crit problem

in Guild Wars 2 Discussion

Posted by: whyme.3281

whyme.3281

It could be even easier:

  • reduce condi duration on runes and food to the same level as crit-dmg.
  • include condi duration as an armor stat (again same % than crit-dmg).
  • switch thoughness on rabid gear with vitality
  • no condition damage mainstat with thoughness majorstat

This will make condition builds less tanky and if you want to deal max condition damage, you have to go full glasscannon.

Btw. stacking condi/vita/thougness only works on some really broken builds, i.e. spirit ranger, cause they dont need crits to proc their strong conditions.

So lvl 90 coming soon?

in Guild Wars 2 Discussion

Posted by: whyme.3281

whyme.3281

as long as level cap increase means elite zones only, which actually require more than just damage, why not. But if they only increase health and armor, we can stay at lvl 80 forever.

CDI- Process Evolution

in CDI

Posted by: whyme.3281

whyme.3281

FYI if we go with the next topics from the initial call for topics threads (Global) then they are as follows:

PVE: Ascended Gear
PvP: Rewards and Progression
WvW: Skill Lag

These are all pretty focused topics which means we will be able to enter into the discussions more readily in terms of time. The bigger the topic the more divergent the discussions and this makes it harder for us to give them our full attention.

Chris

Can we see a complete list of the next 3+ topics?

Let Pet Damage Scale with Ranger's Amulet

in PvP

Posted by: whyme.3281

whyme.3281

This is not only a PvP issue, its a global one. With upcomming ascended gear, every class get, lets say 20% more damage , rangers and other pet classes will get less, cause half of their damage isnt effected by stats.

The only pet builds, that arent effected by this gear are those condi builds with cats/birds.

What is Mechanically wrong with Conditions:

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Posted by: whyme.3281

whyme.3281

Stuff like burning or bleeding should be just an added effect to some skills, like skills that use fire, flames, explosions, its intuitive that they might set the target on fire, but this should be a fixed value, not influenced by a stat.
Cond dmg was a bad idea.

So you only want to see direct damage and tank hitting each other? that would be absolutely no fun. Conditions are needed and they are fine the way they work right now.

There are some discussable skills and build, but stop complaining about condition damage beeing bad in total.

What is Mechanically wrong with Conditions:

in PvP

Posted by: whyme.3281

whyme.3281

We should split damaging conditions and control conditions for such a discussion.

Holy Trinity

in Guild Wars 2 Discussion

Posted by: whyme.3281

whyme.3281

It doesnt have to be the “holy trinity” with tank, healer and dps, but imagine boss encouteres, that needs to be kited, oder CCed, etc. The only way to go right now is Zerker. If you can dodge, you will survive 99% of PvE content, nothing more than dodging is needed, so you dont need defensive items.

But what if bosses would attack twice as fast, with half the damage, so not every attack could be dodged, you have to eat damage etc. This would mean that some sort of support is needed and would make PvE and group-play a lot more interesting. right now you are in a party of 5 people where everyone fights for himself.

E: this doesnt mean, a dungeon should be unbeatable without a supporter, but at least easier, which it isnt right now, with a supporter, your fights lasts longer and the chances to die are higher. There is no benefit for choosing a supporter or tank right now.

What is Mechanically wrong with Conditions:

in PvP

Posted by: whyme.3281

whyme.3281

But he is right

How would you improve sPvP?

in PvP

Posted by: whyme.3281

whyme.3281

Balancing Suggestions

  • Increase the stats we get of amulets (with ascended gear the gap between WvW and PvP will be greater, which makes balancing impossible)
  • include Food in PvP (same food u get in PvE, but permanent…. again balancing reason)
  • Split amulets in 5-6 Armor pieces, this will allow more hybrid builds and increade build diversity.
  • Rework condition imunity traits, to only lower the condition duration but not make them completely immune to one source of damage
    If this is done, rebalance the classes in every gamemode and stop splitting skill/traits in PvP/WvW (only if it is really needed)

rewards

  • unique Skins you get in tournaments, that can be used in PvE aswell (fill sPvP)
  • Get gold out of tournaments (with entrancefee of 5s per player, so it cant be abused)

gamemodes

  • “steal” some gamemodes of TF2, they are really funny and can fit in GW2 aswell

What is Mechanically wrong with Conditions:

in PvP

Posted by: whyme.3281

whyme.3281

I dont think the condition damage is the big problem, its the tankines of the builds.

Condition builds need 3 Stats, but they get their duration out of runes and not as armor stat (and huge amounts of duration with food in WvW). The missing stat is in most cases thoughness, which makes them tanky.

In my oppinion conditions are fine, its the armor stats that needs the fix:

  • introducing condition duration as an armor stat and lower the value on runes (same % as crit dmg).
  • Swap thoughness with vita (on sets with condi dmg as main stat), so rabid will still increase the survivability, but making condition builds vulnearable to burst damage.

These changes would force condition builds to more offensive builds, to deal their damage and would create a rock paper scissors situation. direct-dmg > condi-dmg > tank > direct-dmg…. This doesnt mean, every condition build will be killed by a direct damage build, or every tank will be killed by a condition build, but every build will have their strength and weaknesses.

An the last point: They should also remove those immune to condition damage trait, or atleast change them to reduce condition duration by some % but not by 100% making some builds unkillable by one damage source with only one trait, even if it is a grand-master is ridiculous.

Fixing Mechanics: Boons and Conditions

in Suggestions

Posted by: whyme.3281

whyme.3281

My main issue with condition builds is not the conditions themselves but the stats required.

DPS builds require: Power, Crit Change, Crit Damage.
Condi builds require: Condition damage….. and that’s it. They can too easily spec for defensive stats while maintaining high damage output.

Can u please stop this nonsense of conditions only need 1 stat.

They require 3 stats aswell. If you argue, that only 2 of them are armor stats, then ok, i can agree with that, but on the other hand, conditions need time to deal their damage, so some defense is required.

In my oppinion, either make condition duration an armor stat and/or change thoughness on rabid gear to vitality. This will still increase their survivability, but makes them more vulnerable to direct damage.

CDI- Process Evolution

in CDI

Posted by: whyme.3281

whyme.3281

  • I would like to see your thoughts to a topic in the start post. For example, if we talk about balancing, how do you see the classes. What are their strength, what are their weaknesses, etc. It is hard do discuss about balancing classes, if you think, warriors should be OP and engis bad in PvE (as an example).
  • some smaller topics would be better, to simply clarify what everyone is talking about. Maybe create a sub forum just for CDI and threads which address smaller topics.
  • maybe even start some polls, if you are not sure if some points addressed would be good or not. Maybe even ingame, its in the code since beta, so why not use it. I mean, there are some nice ideas in this thread, that everyone likes, but sounds strange or some suggestions, that sound great, but in the end, nobody would like them.

(edited by whyme.3281)

In defense of condition damage

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Posted by: whyme.3281

whyme.3281

@all
i think they should just remove the condition from autoattacks. so the reapplication would be reduced and it becomes manageble.

Then they should remove the damage of autoattacks too. Conditions are another source of damage. And they are needed.

In defense of condition damage

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Posted by: whyme.3281

whyme.3281

A suggestion to make conditions part of a more risk-reward style of gameplay:
Tone down condition duration all around and tone down condi damage a bit. Then provide a new set of armor with the stats: precision, condition damage, condition duration. If ran with these stats condi builds should do more damage and maintain longer duration than now but ones not picking condition duration in stats won’t be able to stack conditions that fast and therefore will do less damage that is in line with direct damage builds.
Any opinions?

But to compensate the nerf of every other condition build, every condition imunity/-remove needs to go too

As said multiple times in this thread, there shouldnt be armors with condi-dmg main stat and thoughness, as long as there is no armorstat like condition-duration.
Thoughness main and condi secondary would be ok or condi main and vita secondary.

I think we should have some sort of trinity what builds are effective against each other.
direct damage is countered by tanks, tanks are countered by condi damage and condi builds countered by direct damage. With some hybrid builds in between.

Condis a little to long?

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Posted by: whyme.3281

whyme.3281

Sure D\D thief can tank 2 players. You obviously don’t know anything and defend cheesy spam builds.

Come on, stop trolling. You wanted a tank-thief, not me. The main defense of a thief is its stealth and to be honest you can’t tank while invisible. Btw i never said, he can face-tank, I only said good damage and good survivability
It is the same as a non bunker condition guardian.

Dhuumfire needs to go, giving Necro Burning from auto-attack spam was a stupid idea, they never needed the extra damage.

Yes and no. Necros only had the terrormancer before this patch, that dealt high condition damage, so you where forced to use this build. With dhuumfire necros got an alternative damage source, when they build full offensive and therefore terror got nerfed. Before dhuumfire, there was no reason except condition duration, to take this trait line.

Torment needs to go from sPvP, it’s a massive damaging condition and we didn’t need yet another damaging condition on-top of the 5 we already have. What is this condition supposed to promote except condi spam and STANDING STILL to take less damage? Worst game design I’ve ever seen.

Torment is no high damage condition, its an mix between bleed and cc, which is good for kiting. But it is not spamable in most cases. (only thief can spam them and stack them to arround 8 max. 10 without any other condition)

The game mechanics just get kitten on when you introduce such easy passive play as high condition damage procs to a game supposedly based on animations, you can’t dodge the auto-attack that applies Burning because it will keep trying to proc every time until it lands the damage and THEN it goes on cool-down, unlike a Power build where you CAN dodge the big damage attack and it goes on cool-down for 0 damage.

We will see 3 classes that are immune to condition damage in the next patch, but let me guess, this is good. Dhuumfire is compareable to all those +10% critdamage traits, that every calss has and guess what, that is also stupid passive play Nobody is crying about those traits, no its the op conditions.

You also can’t cleanse condis often enough as they are re-applied far too fast due to the fact that so many skills apply several conditions, instead of them being tactical applications of damage or soft control.

Why should everyone be able to cleanse every single condition he gets applied? This would make condition builds useless and we will see only tanks and who arrives first on the cap point wind the game.
btw, you cant cleanse direct damage at all.

sPvP has been completely ruined by condition spam just so that players in PvE can do some more damage.

It is not the condition spam, there are few builds that are to strong. (staff mesmer, spirit ranger…)
Conditions didn’t get buffed because of PvE, the damage difference there is still huge and you hit the condition cap on every monster, with more than one condition player. The way to go in PvE is zerker only and full glasscannon.

Condis a little to long?

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Posted by: whyme.3281

whyme.3281

@whyme , I like how you ignored the part where I said condi builds can bunker while dealing massive dmg . Isint that OP? Bunker+dmg while if you try to bunker with a glass cannon build you will get facerolled.

Maybe I’m wrong who knows ? Can you post a thief bunker vid who can tank 2 people while landing 2k crits?

dont know why a bunker thief, but try D/D with 100% crit in stealth and valkyre stats.
burst and survivability. Maybe he cant tank 2 player, but stealth helps here.

Pets attributes

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Posted by: whyme.3281

whyme.3281

Pets have their own stats, but conditions they apply count as conditions you apply. This means, if you play a condition ranger with a Cat for example, you have a hard hitting pet and deal good condition damage.
With a sunspirit you dont even need precision to apply your conditions (burn+bleed). So you can go, condi/v/t armor and deal tons of damage.

Condis a little to long?

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Posted by: whyme.3281

whyme.3281

Lol , I need to learn to dodge condis ? Nice joke . Most of them are autoatacks and just a braindead spam. I’m sorry but condi builds require no skill whatsoever. Try to play glass cannon and tell me how pro you are

Then dont dodge and die. But stop telling people, that conditions cant be dodged, blocked, blinded etc.

Btw, noone said, dodge every autoattack, dodge the strong skills, you dont dodge warriors autoattacks, you dodge 100blades or the hammer stun. Maybe some skills need some better animations, but that doesnt mean, conditions are op

Condis a little to long?

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Posted by: whyme.3281

whyme.3281

Yes condi is OP , if something crits for 2k you must have a zerker amulet , unless you’re a warr with UF trait .

You forgot the misinformation, that condition builds only need one stat to increase their damage, which is wrong, they need 3. The only difference is, that they get condi duration out of runes and traits, and it is no armor stat, which maybe should be changed. But their damage needs time to effect the target, so they need to survive longer than burst builds .

While condi stills gets the defensive stats.

Because their damage need time to build up. A crit is a crit, a bleed needs a few seconds to deal his damage, so some defense is needed, isnt it?

And they can’t be dodged or anything , you either eat them or cleanse .

wrong, conditions are applied by skills, (except dhuumfire and other traits), everything that negates the damage of that skill, blocks the condition apllied, easy isnt it? And they can be removed. even dodging works.

Conditions should be a secondary source of dmg instead of primery .

nope, this would make the whole combat booring. The team which arrives first at the capturepoints with their bunkers will win.

You realise that a clsss like thief simply has no chance against necros or engis and condi warrs. Eles can’t do anything aswell.

L2P, they can remove conditions, dodge, stun and deal damage. Everything that is needed to kill people. Maybe your build isnt good against condition builds, maybe you should change it?

The game was more balanced back then , when people were either full glass cannon or full bunker .

what changed since release, they included torment, added dhuumfire and recused quickness. And some number changes here and there. Plus they included condition removes and imunities. Yes it was more balanced….. The only point nobody played condition builds earlier, was that direct damage was better because of quickness. Then everybody played bunker builds and conditions started to shine and now everybody cries.

Condis a little to long?

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Posted by: whyme.3281

whyme.3281

Direct damage classes crit for 2K+ dmg, and a bleed with ~1kdmg in total is OP?

this 50% = 500 condition damage makes no sense. 50% duration means 50% more damage u deal with your condition. With 3k condition damage, 50% will result in more than 1,5k bonus condition damage, that sounds great, right? But do the math with precision and crit-dmg and you will see compareable numbers.

Poll: Team size for "Play Now"?

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Posted by: whyme.3281

whyme.3281

8v8 but bigger maps with 5 cap points, to split the teams up.

Minions over powered, at least at low level?

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Posted by: whyme.3281

whyme.3281

Minions, spirit weapons and ranger pets have their own damage source. This means they deal allways the same damage, no matter how bad your equipment is.

The only stat that is “shared” is condition damage. Every condition dealt by your minions is actually dealt by you. So I think skills shouldnet be disallowed, minions and pets should share their stats with the player.

If you want your minions have more health, than you have to equip vita. If you think they should deal more damage → power etc.

Collaborative Development Topic- Game Modes

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Posted by: whyme.3281

whyme.3281

@ multiple people who commented on progression, ala moba games: We agree. While I think that leveling up and acquiring items/skills/gold is core to moba games, I think we can do something different which fits an MMO. I think we can give you guys the cool aspects of an MMO + the some aspects of a moba which fit our game well.

I dont think, that something different than leveling up and acquiring items is needed.
Some progression is needed and because it is the same way of progression for everyone, it is balanced. Maybe some builds are stronger in the early game and weaker in the lategame and the other way around.

I could imagine, every one starts with his weapon skill #1 and every other skill needs to be learned by killing enemies (like in PvE). And at specific levels, they get their utility skills and can choose them once and then they are fixed.

And please let us test those gamemodes too in early stages. Maybe introduce an asura, that invented an holo-deck and play on maps like “orange box” map in TF2, or css. The maps doesnt have to look amazing, but the gamemechanik should be tested by us as fast as possible. I dont want to see a 4month+ development, that isnt played because of some bad design decisions.
And some feedback questions like in the beta.

Brainstorming for new Death Magic Minors.

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Posted by: whyme.3281

whyme.3281

but for staff you have to pick a specific weapon and for minions you have to use specific skills.

Every Necro has access to DS indepentend of weapons and traits.