Showing Posts For solarisnox.8521:
I don’t see why they can’t package a bundle that does not include the base game, for those of us that already have it, for a much cheaper price. I prepaid for the collector’s edition, and I’m happy I did, but to then pay a second full price for something I already have feels unfair to me.
possible solutions:
1) make world events have overlap, i.e. multiple events spawning at the same time, so that people who cannot get to one, can get to another, etc. There should be more than enough server population to allow for multiple events attendance, and/or guilds can coordinate to specific events on scheduled days/times, just as they do now.
2) get rid of “ferocity”, restore crit damage to what it was. Instead, make HEALING critable, so that if I can get hit for 15k damage, i can crit-heal for 10k, or whatever, sufficient to prevent my ele getting downed in one shot, and making for a much better group heal, as well as more exciting game play. It’s much more fun to fight an opponent who I am not absolutely guaranteed I’m going to smear all over the dirt in 3 seconds.
3) make trait acquisition more diverse, and provide multiple options for acquiring trait points than just “kill this boss” or “buy it with gold”. You guys have created an amazing and diverse world that is beautiful and fun to explore. Making trait acquisition simply about killing this or that boss or buying with gold is, kinda boring. Also, make some kind of substitute acquisition for those who prefer to wvw or spvp. There are many many players who ONLY enjoy those aspects of the game. Show them some respect. They are a part of the GW2 family, as well as the PvEer’s.
I want to say this was a good effort. I think it was a good plan in theory. I think something was lost in the execution, but I think it can be amended.
4) Restore world boss and event loot drop quality. I’m reading that bosses are now dropping whites instead of greens and blues…? As I said many many many months ago, I struggle and work my butt off to make money in the real world. I don’t want to be struggling and poor in my fantasy life, too. Too many gold sinks, and not enough gold to go around, makes everyone miserable, except the 1% who actually have massive stockpiles of gold, so much so that they can pay 200g just to list a legendary at 2000g. This is not a broken economy because you are giving too much gold to those who are working their butts off at world events and dungeons.
Wow, I’m seeing a LOT of negative feedback on the new trait system, and no comments from the developers, which concerns me.
I think, in theory, the idea of going around the world, exploring and finding events to do to earn trait points is a great idea, and I was really looking forward to it. As I’ve read through the posts here, I’m seeing a lot of the same complaints: “such and such a boss is a pain”, “no one was there”, etc. And this is a valid complaint. With the previous event timer system, it was possible to track when the bosses would spawn, and/or, trigger the events by doing the pre-events. And this was great, because it meant, for example, that Lyssa, or Grenth, or whoever, could spawn many times throughout a 24 hour period. And at least 2 or 3 times during the day, there would be a zerg-train to go kill the various bosses, much like in Queensdale.
I haven’t been doing much pve the last few days, but I’m not sure how the timer changes have affected things. I went to Karka Queen, did the pre-event, but since the queen only spawns at the specific times it’s listed, this makes it not only less interesting, but much more difficult if, as with at least one person in this thread, you can’t make it to any of the previously schedules events. While having some predictability is nice, (why I love gw2bear.com), having a set schedule of when a boss is going to appear seems artificial and makes doing any of the pre-event, apparently, completely pointless.
However, this thread is about traits. And as I’ve noticed, a lot of people are really upset about the new trait system. Again, failing to notice any feedback from the developers. As I said above, I like the “idea” in theory. I have not had any opportunity to explore this system yet, but my personal complaint is something else entirely.
I noticed that when I went to do some spvp, my character looked exactly the same as he did in the regular pve world. To some, this was a welcome change. I did not welcome this change. I didn’t hate it, but I didn’t love it either. More importantly, however, was that my traits were no longer “my spvp traits”. Nor were they my pve traits. They were some other random mish mass of traits. I didn’t notice this in my first couple matches, I just couldn’t figure out why I was sucking so badly, until I looked at my trait panel and was unpleasantly surprised. Even more unpleasantness arrived when I went back to the pve world and found that my traits had all, once again, been reset. Meaning that every single time I go to pvp, I have to reset my traits to pvp traits. Then when I go back to pve I have to once again reset my traits to pve traits.
This may seem like a minor issue, but I have 6 level 80 toons, and I can’t remember what triats I’ve set up for each of them, which is why I loved the fact that spvp was a completely separate system from pve. I went to pvp, my toon was just as I had left him, (or her), when last I was in spvp. And when I went back to pve, it was as if I’d never left.
I don’t know if this is a bug, or if it was intended, but I, and I know many others, would really appreciate it if this was corrected so that one’s spvp set up was kept separate from the pve/wvw setup, and they stayed that way, without having to completely reset my traits and such every single time I go from pve to pvp and vice versa.
I tried verifying this, ran my ranger in spvp with 0 points in Marksmanship, got around a 1 sec cripple…total of 7-ish seconds on my friend who was helping me. I put 30 points in marks, and got about 15 seconds of cripple. A part of this may have been due to longer time in the aoe field, but I targeted him with the aoe, and he moved back out of it, both times around the same amount of time. He said the cripple was bit longer in the tick, and the total amount of cripple after stacking was considerably more.
sorry man, I was trying to verify your findings.
Has anyone else noticed a problem with Ranger signets in spvp not applying their passive buffs?
I’ve noticed that the signet of the hunt does not add the passive run speed buff. Whether or not I am in combat.
Well. I thank Izzy for taking the time, but I thought it was funny that most of the focus was on builds that have been around for a while and he’s just starting to experiment with new traits. He recognized that a criticism is that Eles have to reply heavily on Arcane and Water, after spending most of the feed talking about Arcane and Water.
In short, things really haven’t changed that much at all and rather than the new traits and changes introducing new tested and tweaked builds, they are just throwing some new stuff out there to see how it works.
I really was hoping this feed would be about showing how many new, viable builds the update has made possible, but it seems that even Izzy has no idea if this has really done anything to introduce new, viable builds. He mentioned one or two builds, not because he vetted them and knows they work with the updates, but because he “read about them on the forums”.
Sigh.
Becoming more and more clear that this last update was just a “baby step” for the game. A step in the right direction, but there is a lot more work to be done. I hope it will be focused more around introducing new viable builds and less about tossing things out there to see if the community can make anything of them.
sadly, I’m afraid I have to agree with you. That’s why I asked for public test servers…so that we can actually do this stuff before it gets put into the game.
The real problem is that in a game like this there is no place for a profession that is a master of nothing. Thus we see the ele swiftly dropping from the ranks of Wv3, and the constant struggle ele’s have even in pve. Check out gw2lfg…you never see anyone saying: “need 1 ele…” for anything. The majority of the time, if they know you’re running an ele, they won’t allow you in the party.
I leveled a ranger first, my ele second. I had a MUCH more difficult time leveling the ele, even though I had already learned about attunement swapping and working with my abilities, and had several weeks of game play experience, and had already achieved world map completion on my Ranger, so nothing was new.
I was simply unable to put out enough damage to keep myself alive, and it literally took about twice to three times as long to finish the same map completion. In fact, the only way I was able to do it at all was by craft-leveling my ele, gearing him out in exotics and then going back and doing the mid- and upper-level maps. And even then I actually needed help.
Having now leveled a ranger, ele, necro, and mesmer, I am deeply concerned about how little damage the ele is able to put out compared to the necro and mesmer. I’m also concerned about the ranger, but that’s a subject for a different thread.
Try to imagine how humiliating it was to have to have a guardian escort me through Orr map completion because I literally could not survive. How many friends do I have in-game that have simply not bothered to complete the Orr maps on their ele’s? Too many.
Again, I appreciate the developer’s desire to help create greater diversity in character builds, and your efforts to provide game balance. And I realize this is far more complicated and difficult than most of us probably think. I would love to see another stream like this dealing more with the Wv3 and s/pvp sides of the equation. But more importantly, I’d like to see some of these issues resolved, get the profession back to a point where it can stand on it’s own feet and has an actual place in the game that means something, rather than an afterthought, or as the broken toy that no one wants to play with anymore, because their lvl 40 alt is already so much more powerful.
I don’t know if you’re going to be reading this, I just finished watching the stream, Izzy, and I want to say thank you for your time and consideration. I did get some good information on ideas and theory on how to maximize the damage output, and various other abilities that the ele has, which I will be experimenting with. Though, I was hoping to see some actual footage of you playing, to see if there is some trick to getting a more viable damage output from the ele. Maybe next time.
However, I am concerned about some of the answers to forum questions you presented.
I want to thank you for addressing the “jack of all trades, master of none” question that I had, however I feel I need to point out that in a game where the creative concept is the deconstruction of the “holy trinity”, where every class can, in theory, be a tank, a healer or a dps…every profession becomes a jack of all trades, by definition.
Yet, every other class has been given some special designation, or some special niche, with powers and abilities commensurate with that designation.
Only the ele has been relegated to the somewhat disheartening monicker of “jack of all trades master of none”. If I were to look at this objectively, it would appear the ele class was something of an afterthought, that no one could think of a better classification for.
I understand the idea that the ele has access to 20 abilities, while all other classes have access to 10, seems to suggest that the ele therefore has some special advantage. But in actual fact, that isn’t quite true. The mesmer has access to 14 abilities, 2 of which do insane amounts of damage far and above what the ele can produce, and two of which apply heavy control conditions. The ranger has access to 16 with it’s 2 pets. the Necro has 15 available with Death Shroud…18, or 20 if you count plague form or Lich form, respectively. Engineer has something like 25 with all their kits and weapon swaps. Warriors and Guardians are similarly equipped.
So, Ele’s are not some specialty class with so many extra weapons at their disposal that their damage needs to be reduced in order to make them “fair”. Nor are they so abundant with CC’s and heals that other classes don’t have. In fact, almost all other classes, (except possibly the mesmer), can heal a group or themselves as well as, if not better than, the ele. Each of the other classes has access to powerful CC’s, powerful group and Individual boon’s, and some even have boon stripping, which to my knowledge, the ele does not have, and all of them have vastly superior elite skills, (unless your ele is human and has Hounds of Balthazar).
And each of these other classes can apparently do all of these things better than the ele. Because the ele is the designated “jack of all trades”.
f) The elementalist can summon a maximum of 2 “elementals” by sacrificing one utility and their elite slots, that are pretty squishy, don’t do much damage, have no special abilities, and last only 60 seconds: while a mesmer can summon up to 4 clones, illusions, and phantasms, (although I’ve seen as many as 6), some of which deal a massive amount of damage, and each of which has some special ability, and all of which can be shattered for an additional massive amount of damage after pummeling you for massive damage, and they remain until either they, or more likely, you, are dead, (or until they are shattered by the mesmer to finally kill you); and a necromancer can summon up to 4 or 5 minions that are fairly tough, deal sizable damage, each of which have special attack abilities, and remain until they are killed, and now are also able to regenerate health when out of combat. This seems like a grievous imbalance. Can we hope to see any buffing of ele’s elementals to make them comparable to these other classes pets?
g) I understand your desire to see greater diversity in character builds. However, mmo games are notorious for min/max’ing the builds to find what will deliver the most damage, provide the greatest tankyness, or healing, or whatever. Do you think it’s possible to deliver the kind of diversity you are hoping for by looking at how to strengthen other builds to make them more attractive to players, without dismantling any builds that are currently viable? Or, more importantly, do you think it’s possible to deliver the kind of diversity in character build you are hoping for while still having the disparity in damage output and survivability between classes and builds?
h) is it simply coincidence that so many of the new and revised traits and buffs seem to center around being in a downed state? Is this some indication of what we ele’s have to look forward to as players in Wv3, PvE and s/t pvp? Is there any possibility of reviewing the changes of the past 11 months, (back to beta), and maybe giving us a slightly better chance at not getting downed in the first place? ;-)
and finally, will we ever see public test servers? Speaking only for myself, but I believe that We, as a community, would be thrilled with the opportunity to assist in the game development in this way, help find bugs, provide feedback on what works and what doesn’t, and help streamline major game changes before they are implemented. And, hey, it’s free labor.
Thanks Izzy, I look forward to the cast.
Other than that, my questions are:
a)Where did this idea of the ele being a “jack of all trades, master of none”, (as stated by Karl M in the march sotg) come from? and is this the driving force behind why the ele seems to be getting nefed in any area that it seems to excel, such as healing, mobility, etc? Can we hope for some change in this view of the profession, and a better or more precise handling of it’s abilities? In short, can we find and create a niche for this class so that it has usefulness in Wv3? My Wv3 commander told me point blank that he would rather have me on my lvl 39 necro than on my fully exotic’d lvl 80 elementalist. This is a disturbing thing to me, and I hope to you as well.
b) as has been stated previously: the ele has the lowest hp, lowest armor rating, and puts out the least damage of any class. In my observation and experiment, I have to do about 5 times the work to achieve about half the damage, or less, that any other class can deal out with ease. I needn’t point out that for my 15 button operations to get, if I’m lucky, an 11k crit, a
thief can do twice as much damge or more by hitting 1 or 2 buttons 4 times.
I’ve heard the argument that warriors do so much more damage because they are in melee range. But a D/D ele is in melee range, but does less than 1/3 the damage of a warrior, or a thief, or a properly traited necro, or mesmer, without any of the damage mitigation that all of these other classes have. Is this going to be looked at and adjusted?
c) Why is it that the mesmer greatsword ability Illusionary Wave makes a 170 degree arc knockback with damage and 450 range, the warrior stomp does damage and knocks foes back in 360 degree radius to 450 range and provides a blast finish, guardian Sanctuary knocks back foes in 360 degree radius to a short 120 range, but provides massive healing, and keeps foes out for a full 6 seconds, necro marks cause fear in a 360 degree radius and cause massive damage if traited, engineer Big Ol’ Bomb does 360 degree radius knock back to 450 range, causes damage and is a blast finisher…
But the ele, (and the ranger), gets a single target knock back to 400 range, that does no damage and has no blast finisher or any other effect? Can we hope to see this balanced to be comparable to these other classes? I am aware of the recent correction to gust, such that it knocks back foes in line. This, however, is not at all comparable to these other abilities.
c) I am concerned that melee and mid-range ele mobility has been so severely truncated in recent patches. Can we see a restoration to the range and cool down of ride the lightning kitten many have requested? It is deeply disturbing to see that our ability to escape from a fight that we are almost destined to lose, (with our lower health pool, lower armor rating and reduced damage output), be so summarily cut off.
In wv3, if one is killed in a battle and trying to reconnect with the group from the spawn point, the ability to avoid getting ambushed by roaming mobs is essential. The use of rtl, and the ability to avoid stuns using mistform, lightning flash, cleansing fire and armor of earth, made this possible, though it did require stacking the utility bar with cantrips and making it impossible to use anything else. But because these abilities provided mobility, along with stun breaks, they were useful, in fact they were essential: rtl/lf being the most used. Having mobility with no stun break, or stun break with no mobility is…severely limiting. Can we see a re-balancing of these abilities in the near future, or at all?
d) I understand that the tornado/res exploit needed to be resolved. However, I am concerned at how the solution was handled. It appears that rather than actually fix whatever was causing the exploit to be possible, what was done was to make this 30 point elite skill so weak and useless that it was not going to be used by anyone, which is essentially what happened. Can we see a correction to this situation, restoring the tornado skill to a usable and viable form while still correcting the self-res bug? Is there any hope of it being restored to a point where it is comparable to, say, the thief’s “thieves guild” or “hounds of balthazar”, or even the necro death shroud, which I realize is not an elite ability, but functions very similar to one and is insanely powerful. That massive boost to toughness and health would be very welcome in the tornado mode.
e) Echoing Mek’s concerns: With the number of outstanding bugs that still need to be corrected in all the professsions, particularly the ele, what was the thought process behind introducing a new condition to the game that operates in direct conflict with the stated concept of the game’s dynamic active combat?
Hi Izzy,
I’ve always appreciated your input in previous videos and such, and I think, as you can see, there are a fair number of honest and sincere questions, and genuine concerns, here about the current and future state of the Elementalist profession.
When I first saw the video concepts for this class I was immediately intrigued, and new it was going to be my favorite, (my 2nd favorite being the Ranger…and yes my concerns are pretty much the same with that class). But my observation of Anet’s execution of this class has been…disappointing.
I understood from the beginning that the ele would be a more complex class to play than, say, a warrior. I had not expected the thief class to be so simple to play and so overwhelmingly powerful.
But, I looked forward to that higher complexity being rewarded with some kind of exceptional ability, better damage output, or healing, or crowd control utility, or something: but I find that, this concept of the “jack of all trades, master of none” comment that I heard from Karl M on the sotg in March, seems to be overwhelming any other consideration, and if any exceptional ele players manage, somehow, to extract any kind of exceptional ability out of it, that ability is almost immediately nerfed into near uselessness, viz a viz our healing, mobility, and the initial massive damage and cc nerfs during beta when a tiny handful of people who knew the class well managed to overwhelm a number of new players who didn’t know their classes at all and complained about it, loudly and visciously.
(the same thing happened to the Ranger).
I, and I believe many of us, understand that you are trying to balance the game and it’s mechanics to an optimal level for everyone, and that this is no simple task. Please try to give us some indication that we are being heard, that our concerns are being addressed, and that what we all perceive as what seems to be some favoritism toward a certain few classes is not, in fact, what it appears to us.
I love this game, pre-purchased the collectors edition and have sunk many hundreds of my hard earned dollars, and thousands of hours of my life into this game. I know I’m not unique in this. Please, please don’t let us down.
I actually want to thank you guys, Craig and Jakare…I still feel that stealth is an insanely overpowered ability…and that larcenous strike is even more insanely overpowered…BUT…I am taking your posts to heart, and will start leveling my thief, and keeping these points in mind the next time I fight one in wvw…assuming I catch one alone…they seem to run in packs now, and then again there is always the Thieves Guild elite ability…actually, how would you suggest one counter that?
I’ve beaten a few thieves in wvw, (less than 1% of the total I’ve fought against), and if they don’t have thieves guild I can sometimes win, assuming they don’t kill me outright with basilisk venom…but if they do have thieves guild, it’s pretty much game over.so, while I greatly appreciate your posts on how to counter thieves, how would you suggest countering these two aspects? basilisk venom and theives guild?
what build are you running? a good thief tries to observe what the enemy is, from thief build and movement and adjust what skill to use, it will all boil down to timing, i use basilisk most of the time.
it doesn’t seem to matter…if I get hit with basilisk venom I’m immobilized for 3 seconds, and since they usually apply it from stealth and from behind, I pretty much have no choice in the matter.
There seems to be no counter to basilisk and thieves guild. One thief is bad enough, 3 or 4 is…well..y’know.
So…just to clarify…it looks to me from your post that your main complaint is that you can’t one-shot every other class in the game…?
The ability to do that is, by definition, over-powered, and should be nerf’d to make the class comparable with other classes, so that the ability to win a fight comes down to player-ability, not the shear over-powered-ness of the class itself.
Logically speaking, you shouldn’t be able to one-shot anyone, and certainly not a tanky build.
This has been my problem with mesmers since I started this game. I still have this problem with thieves, and mesmers, and now necros and warriors…apparently Anet’s favorite classes.
No matter how good a player I am, I can’t take down a mesmer 1v1 with either my ele or my ranger. In one wvw fight I had my ele, and a friend on his lvl 80 thief, and between the two of us we could not take this mesmer down without a long, protracted 7-10 minute fight. The first two times we fought him he took us both down in less than 3 minutes.
Admittedly, he may have been an exceptional player, and he definitely knew his class and how to play it, but I and my friend are both very capable with our classes, and at no other time, against any other solo class did we ever have a fight like this.
So, I’m sorry you feel that your class has been ruined because you can’t ONE-SHOT everyone in the game, but that’s called FAIR PLAY. If you don’t like it, you can go back to playing an assassin in wow.
Dear colleagues,
2) I feel that I cannot take tanky build down anymore as my sustain damage is now too low. I know sustain damage was already an issue for shatter mesmer in the past (saw a never ending duel between Osicat and D/D ele) but now it is a nightmare.
I feel that without a teamate…I can do nothing on an avergage tanky build:
- ranger => not possible to down in one burst => hit him at 30% of his health on first burst and back 100% when next burst came
- D/D ele => lol…not worth even mentionning it
- Guard => same as ranger but life never bellow 50%
please raise your hand if you would like the ele downed state changed so we can have 2 stomp prevention skills, and a 1.5K dmg bouncing attack skill in exchange of vapor form through portals.
raises hand
raises hand
(and throw in a vengeance or an illusory backstabbing thief, or 3 stealth/teleports and I’m there)
Elementalist have the best mobility in the game.
You lost all credibility you MIGHT have had right there. Even before all the massive nerfs, ele NEVER had the best mobility in the game. We were always below thieves, rangers and warriors if all 3 were specced for mobility. Most eles do spec for mobility because we have to thanks to our crappy stats. Thieves who don’t know how to play and spec only for damage and refuse to bring any type of CC abilities to battle kitten ed and moaned till they nerfed us to the point where we are now tied with necros and engineers on mobility. Eles having the best mobility was a myth created by bad thieves who refuse to spec to be mobile with CC yet expect to catch a mobile specced ele who can CC them. [/quote]
agreed
…sigh…i remember when I used to have a sense of mobility…:-(
What’s funny is the Thief can hardly be considered the strongest roaming class in this game. Elementalists and Mesmers are still far superior roamers and they’re far more versatile too. Even Rangers with their bunker/regen builds do a better job at everything a thief can do.
No, the thing that garners so much complaint is stealth. It gets the same complaints in every MMO it’s ever been a part of and it’s often done by people who don’t bother to actually try the class to see how stealth works.
That all said, and coming from a thief ‘main’, I would have to say GW2 has the absolute worst implementation of the thief/rogue/assassin type class I’ve ever seen in any MMO. I’d argue the complaints are somewhat warranted, but a bit ignorant in their target. Personally, I see initiative regen as the only legitimate issue with this class, but I’m also not stupid enough to think you can start messing with it and expect the class to remain playable.
Actually, that is true…the only thing I have ever really had a problem with is the stealth mechanic. I can handle the idea that thieves are intended to be massive burst damage. I can handle some aspects of the stealth mechanic. What I have always had a problem with is the idea of being able to jump in and out of stealth infinitely, or nearly so, or at least seemingly so, and the escape via stealth if they are losing…only to return 3 minutes later when they think they have the advantage, and try it all over again.
I went through this for 15 minutes with a thief that wouldn’t leave me alone even though I beat the snot out of him five times in a row, until he finally caught me at a point when I was distracted by, and being attacked by some random animal life, and slightly low on health, and then he ganked me from stealth, I still almost killed him, but he managed to take me down between him and the yaks or wolves or whatever it was.
Admittedly, this might not have been so extremely irritating to me if I had not been simply trying to get to the borderlands jumping puzzle and get out. I never used to be much into wvw, but I really enjoyed the jumping puzzles, and spending 90 minutes just trying to get to the stupid thing because every time I’d almost get there some thief would pop out of stealth and slaughter me in 2 seconds started to grate on my rather generous endowment of patience.
But I read another post earlier this morning and I’m going to actually go ahead and start leveling my thief.
my problem, though, in general with this kind of class, and this is just a personal thing with me, is that the ability to stealth and then attack from stealth…it just feels like cheating somehow. I realize that is how the profession is designed…but it still feels that way to me.
anyway, I’ll try to stop being so antagonistic to thieves in future forum posts, as I level my thief and see how it goes.
I actually want to thank you guys, Craig and Jakare…I still feel that stealth is an insanely overpowered ability…and that larcenous strike is even more insanely overpowered…BUT…I am taking your posts to heart, and will start leveling my thief, and keeping these points in mind the next time I fight one in wvw…assuming I catch one alone…they seem to run in packs now, and then again there is always the Thieves Guild elite ability…actually, how would you suggest one counter that?
I’ve beaten a few thieves in wvw, (less than 1% of the total I’ve fought against), and if they don’t have thieves guild I can sometimes win, assuming they don’t kill me outright with basilisk venom…but if they do have thieves guild, it’s pretty much game over.
so, while I greatly appreciate your posts on how to counter thieves, how would you suggest countering these two aspects? basilisk venom and theives guild?
why does anet feel the need to destroy one build in order to force the player to use another, inferior, build?
…sigh…is just found about how awesome bm builds are…and I’m not even going to get the chance to play it before it’s nerf’d into uselessnes…
I actually found, after some practice, that swapping attunements was a bit more fun, but also gave me access to the other abilities on my bar, that allowed me to contribute more to the team…being able to put down water fields for healing, ice fields for cc. that rumbly earth snare that causes cripple…again for cc…and random blinds and stuns from air attunement.
even though I sometimes find, if I’m not paying attention, that I’ll sit in fire attunement and pelt them with fireballs and lava fonts and flameblasts.
I think maybe part of the problem, event though I don’t really see it as a problem, is that arcane and water are really useful for staying alive, and nothing else in the other trait lines is.
If the earth trait line gave a serious boost to toughness or some other means of protection, as the earlier poster pointed out, like shields, protection, retaliation, etc, (although, theoretically, I could see retaliation being a part of the air trait…as in air blowing attacks back on the attacker to cause damage…something like that)…then I’d be more interested in investing points in that. But bleeds, and additional damage to bleeding foes…I don’t know, that just seems kinda weak.
I’m not sure I’m that impressed with this Fresh Air grandmaster trait, either…although I guess having all air attunement abilities refreshed on crit is pretty decent…especially if you can keep critting.
I’m sure that will be far too powerful and for the thief loving dev’s at anet, and it will be nerf’d in a week or less when we can suddenly start killing thieves on a regular basis.
go with bunker necro…32k + health and the ability to heal 30k+ health every 25 seconds, and still throw down massive damage and regen with wells.
insanely overpowered build.
and sadly, there is no place in a game like this for a “jack of all trades”. if the elementalist cannot be the master of something, it is a useless and pointless aspect of the game, and should either be removed from the game entirely, or allowed to be what it is and was clearly intended to be from the game’s inception, as evidenced during beta: a master of all trades.
it’s bad enough ele’s don’t get weapon swapping, so they are forced to choose between melee and ranged, in essence, the ability to live or die in a fight, since a staff ele almost always dies in any wvw fight…(note I said almost always…there are a tiny tiny handful of exceptionally skilled players who manage to make the staff ele look easy, and i envy them)…or to fight and sometimes hope to win, or at least have the ability to get away if they are losing…oh wait, they nerfed that ability…so really the options are fight and die from range or fight and die from up close, or try to run away and fail and die.
wow, thanks anet for ‘balancing’ the class so thoroughly.
this kind of utility skill is intended to be used as both a means of getting into combat and a means of escaping combat, as the situation dictates.
now that I’ve watched the “state of the game” from March, I realize that the developers, at least the “balancing” person, Karl M has an obsessive fascination with the thief profession and a clearly obvious dislike for the elementalist profession, since he doesn’t want the ele to be able to do any of the things a thief can do, (i.e. have mobility), but he wants the thief to have all the ability to move, stealth, attack, kill instantly, stealth away when losing, and never ever ever die in combat.
The ele, on the other hand, should be killed instantly on sight. I think if he had his way all other classes or at least the thief, would have a signet of rooting that immobilizes the ele permanently until dead.
this ‘jack of all trades master of none’ nonsense is a bunch of bullkitten.
in a game that has deconstructed the “holy trinity” all classes become jacks of all trades, or else each class should have it’s own defined role. So far, only the thief seems to have a fully defined role: that of unstopable invisible killing machine.
When are you guys going to get the message? ANET DOESNT WANT YOU TO PLAY AN ELEMENTALIST. That’s the beginning middle and end of the patch notes.
LoL…sure seems that way…why I wasted 1200 hours playing one, and hundreds of in game gold and rw cash money on stuff for my ele I will never understand when they treat us like this.
I find it amusing that so many people are complaining about the ele class being able to escape death from a downed state, when thieves can escape before they go down, sneak away, heal up, and come back again and again and again until they finally succeed in killing you.
or, as previously pointed out, that a warrior can not only escape but can get up from downed state and then kill you, if not escape back into their keep.
but ele’s have to do 5 times the work to achieve 1/4 the damage of almost every other class in the game…and since they nerfed the crap out of their ability to heal and their mobility…now you want to remove their ability to escape as well after you slaughter them because they no longer have any healing or mobility…and it’s not like they are an kind of actual threat…ele’s don’t do enough damage to be a threat to anyone in a fair fight.
…sigh…are we really at this point?
I feel like one of those unfortunate women who’s boyfriend beats the crap out of her all the time, and the one time he brings her some wilted flowers she’s over the moon and thinks everything is wonderful.
have you actually looked at the buff’s to staff?
they are relatively insignificant, even when not compared to the massive nerf’s of the last many months, and on top of that arcane wave got another nerf, if the notes I read were accurate.
and people are all ecstatic about it?
when thieves, necros and mesmers are getting yet another massively overpowered ability?
have you looked at the ele bugs thread?
there are so many things that need to be fixed so that they actually work the way they were supposedly intended to work, before they start mucking around with adding new conditions to their favorite professions and nerfing the crap out of ele’s again.
really?
Water Magic
Minor Grandmaster Trait has been changed to deal 1% more damage for each boon on you.
This is actually a big nerf to d/d or am i seeing this wrong?
nope, you’re seeing it right…cuts damage output in half for this trait.
‘cause god forbid ele’s should be able to actually survive in a fair fight
okay ….
so ….
nothing change ,right …. ?
they dont nerf ele this time , pheww ….
no, they did.
according to the post I saw, there are some insignificant and useless buff to staff skills, and they nerfed arcane wave and some other abilities, as well as the supposed…er…“buffs”…?…to the traits…I haven’t yet decided if these trait changes are good or bad. most of them seem relatively useless…a grandmaster trait that doesn’t even do as good as I can get with a tuning crystal…and how many ele’s run condition damage builds anyway?
…sigh…useless…
do any developers even read this thread?
Looks like the bugfix last patch was a bug creation. When will the signet of restoration be fixed?
yeah, never have been able to get that one to work
Elementalists are broken in WvW. They can continuously kite 5-6 people across the entire map while spamming invulnerability moves + stuns + slows + snares.
?!?!?!?!?
how does that make them “broken”?
that would be an effective use of their abilities, and if you’re silly enough to chase one all the way across the map, you deserve what you get.
As if thieves and mesmers don’t have the ability to kite infinitely around the map, escape when they should be dead, and then sneak back and back stab you a thousand times in a row until they finally are able to kill you. yeah, that’s not broken.
To lazy to read through to see if this is posted or not, but it was just being done on me and seems buggy.
An ele was casting the big Earth AoE on me the that does 9 stacks of bleed, anyway I would dodge out if it he would use lightning flash to port to me and have the AoE follow and cast on me.
I would think casting lightning flash would cancel the cast of the AoE instead of moving it with the ele…
Anyway if this is working as intended it seems OP for an already powerful AoE
It’s working as intended. Not like you can’t dodge based on timing or interrupt 3s long charge.
and I would hardly call it “o/p”, since it doesn’t do nearly the amount of damage a 2 second spamm of heartseeker does, which cannot be dodged, and 8 stacks of bleed, that last 8 seconds can be cleansed to mitigate a large amount of the condition damage.
unless it’s properly traited and executed flawlessly against an unsuspecting target…in which case it can do a sizable amount of damage, but still not as much as most other classes can achieve with comparative ease.
Dear Arenanet Developers, I’m truly trying to understand a few things:
a) why would you create a class like the elementalist and then nerf it into the ground so much that the class becomes not only a burden to play but a useless addition to any wvw setting? It’s even getting to the point where I don’t want to bother playing it in pve, because the abilities have been so thoroughly ruined.
b) why would you introduce yet another condition like “torment”, that in fact contradicts everything around which this entire game concept is built, (i.e. dynamically active combat…combat in motion). This condition now penalizes players for playing the game the way the game was intended to be played.
Does this make any sense? It doesn’t to me.
Nevermind that it’s only being given to what are apparently your favorite pet classes: necro/thief/mesmer.
Why would you create a class like the Ranger, and then, again, nerf it into the ground where it is completely useless?
Have you seen the latest wvwvw meta? the predominate classes: necromancer/guardian/thief/mesmer/warrior…in that order of importance. No place for ele, ranger or engineer.
I’ve read guild posts and forum posts that explain that there is no use for ele’s or rangers, at all. and why should there be? the two classes have been nerfed into complete uselessness…or soon will be.
So I’m really trying to understand…where are you getting the ideas that these two classes in particular, that in my research have suffered by far the most number and most debilitating nefing of abilities since the games inception…(actually since beta)…where is your information coming from?
Completely agree as to why so many negative changes to the class happen when its a minority of people asking for them, and a majority disagree.
I don’t understand it either, especially when I see the mountains of complaints against the thief and mesmer o/p…but nothing but insignificant nerfs and massive o/p buffs and new abilities.
I just don’t get it.
why have any other class in the game? We should all just delete our ele’s and make nothing but thieves and mesmers, I guess.
Sure torment seems to work against the main idea of moving but you could use the same logic to say the conditions like cripple, chilled, and immobilize are also designed to contradict the games core combat. Only problem I see with torment is the fact that not every class has instant and regular free access to condition removing.
I would agree with you, except that torment, as I understand it, causes damage when you’re standing still, and double damage if you’re moving…the way this differs from other conditions like cripple/chilled/immobilize, is that those conditions: a) don’t cause damage in and of themselves, they only limit mobility, and b) they don’t penalize you for moving if you are able to cleanse the condition.
The idea of introducing a new condition that actively penalizes movement with damage is…to me…ludicrous…when there are so many other things that need fixing to actually create some sense of balance among the professions.
as I pointed out in another post, the insignificant nerf to thief stealth a couple months ago, was overwhelmingly offset by the addition of the insanely overpowered “larcenous strike”.
When was the last time the elementalist class got a new ability?
oh yeah, when they finally gave a falling damage mitigation trait…a tier 2 trait…while every other class has that ability as a tier 1 trait.
other than that, everything has been nerf nerf nerf nerf nerf nerf. Ele’s can heal themselve’s too well: nerf. Ele’s are too mobile: nerf. Ele’s are too powerful and do too much damage: nerf.
I still just don’t understand where the data is coming from that triggers these actions on the part of the developers.
If this keeps up I’ll be abandoning this game…which will upset me greatly since I’ve invested hundreds of dollars and thousands of hours into it.
But I’m not going to waste any more time and money on a game when the developers clearly favor a certain couple of professions over pretty much all others.
I mean, seriously, why bother even creating a profession like the elementalist if all you are going to do is nerf it into the ground over and over and over. It’s already almost impossible to actually have a fair fight and do even half the damage that every other class in the game can do.
Yes, there are certain highly specific builds that, if executed flawlessly against an unsuspecting target and all proc’s go off as hoped, and the planets are all properly aligned, and the god’s smile upon you, and you’re only fighting one foe, (Daphoenix excepted…that guys is amazing)…an ele can do a ton of damage fast enough to win a fight, IF their foe doesn’t have too high an armor rating and not too much health.
does that sound balanced?
when I can go out as a mediocre thief (and believe me, I am nothing more than a mediocre thief), wielding pistol/dagger, dagger/pistol, sword/dagger, sword/pistol, hell even pistol/pistol, and completely facerape pretty much any other class in the game, with the exception of bunker necro’s and guardians?
this, sadly, does not sound balanced to me.
Anet…are you reading this?
understand, I love this game, but if we don’t start seeing some love for the ele and the ranger soon, I’m done.
Why is this skill combat only? Wouldn’t it be more useful if it were also out of combat? Unless out of combat running is overpowered or something?
after the kick in the balls nerf RTL got and how every other class never got the boot in kitten for using a movement skill without hitting something, yeah moving speed out of combat for eles seems to be the most important thing to nerf in all of Gw2.
perma stealth, mesmers rezzing through gates, warriors rifle f1, rangers and their pets, mesmers in general, theives in general.
all less important than killing an eles ability to move.
logic, who needs it
LoL…exactly.
while ele’s are once again being nerfed into the ground while being given an entirely useless and pretty much insulting buff to staff
Im so tired of hearing this. It’s not the end of the world.
and I’m sure every thief in the game is tired of hearing about how the dev’s need to nerf stealth and their damage out put…oh wait, they don’t have anything to complain about since they get insignificant nerfs, a massively overpowered ability, (larcenous strike which should be removed from this game entirely) and now a new condition, that by it’s very nature is both contrary to the stated concept around which the entire game is designed and going to be exploited by every necro, thief and mesmer in the game to the point where it totally breaks wvw.
I’m sick of hearing about that.
And while you are correct, it’s not the end of the world, it is indicative of a disturbing trend I see in this game: the overwhelming love these dev’s have for the thief and mesmer, and the seeming disdain they have for the ele and ranger.
I’m sick of having to do 5 times the work as an ele to achieve 1/4 the damage output of a mediocre thief or mesmer.
and yet, somehow the dev’s felt it necessary to nerf ele mobility, after nerfing cooldowns? and healing?, and damage output?…and now once again they’re nefing our damage output by a huge factor on arcane wave?
have you been keeping track of the nerf’s that have been piled on this class since the game started?
my question remains: by what information are they coming the these conclusions that it’s more important to nerf the ele’s ability to move around the field of combat, (or god forbid-escape from a fight they are losing against yet another mediocre spam-heartseeker thief)-than to actually attempt to fix the bugs that aren’t working and try actually listening to the playerbase and achieve some level of real balance in the game, rather than worship at the altar of “thief”.
I’m sorry man, but I’m sick and tired of getting kittene’d on by the game dev’s and their thief worship.
I suppose I should take Dontain’s advice, kittencan my ele and roll a thief.
mmm..no…i haven’t. I will try that, if you have a link to full build with traits and gear I would really appreciate it.
I have never been able to deal out the kind of damage other classes can, though I read lots of posts about it and have watched dozens of videos showing that it supposedly can be done…I’ve never been able to do it, even when I was running full zerker gear and traits, and had everything set up just right, that never happened for me
but you understand what I’m saying right?
just because a single build and a single player of the 100’s of thousands of players, is able to hold off a small group, or win against a small group, or even if it’s a handful of players who are exceptional and able to do this, does not make the class “balanced” when a mediocre thief can obliterate me in 2 seconds or less, even when in a tanky build. I admit that I’m not the best player, but I’m not the worst either, and yet of the thousands of thieves I’ve fought in wvw and spvp, I can count the number of wins I’ve had on my fingers.
Ele’s are described as the “jack of all trades master of none”…but logically, all classes are such if you deconstruct the gaming trinity of healer/tank/dps…if there is no such classification of skills, then all classes are “jacks of all trades”, in theory, yet in practice this is clearly not the case.
And what place is there for a jack of all trades anyway, except in solo pve content?
What frustrates me is that despite this jack of all trades concept that is being forced onto the elementalist, the profession at least had a few strengths…we could heal and we had mobility.
But those have been consistently and repeatedly nerfed into the ground, while despite the mountains upon mountains of complaints in the forums against thief o/p ness…after 8 months they finally gave a completely insignificant nerf to thief stealth while at the same time handing them an even more powerful ability: larcenous strike, which shouldn’t even be in the game. The ability to steal boons and put them on yourself is ridiculously overpowered and doesn’t even make any sense, even in a fantasy game. Necro/Mesmer boon stripping was one thing, but taking them off someone else and putting them on yourself, now from a 1200 range, is just ludicrous.
all in all, I’m convinced that the developers play only thieves and mesmers and maybe necro’s from time to time and couldn’t care less about the rest of the classes, particularly the ele and the ranger.
I understand that they are trying to achieve some kind of balance, at least that is their public statement, though I have failed to yet see any actual balancing. And I get that they want to promote greater variety of game play throughout the professions. But they need to recognize that every game that is based on mathematical tables and random number generation is going to have math majors working out what combination has the greatest survivability/damage potential, and they are going to promote that to others, and that is what gets used by the majority.
The only way to “balance” this, and to promote a greater variety in class builds and game play/weapon choices, is to work out a way that all builds do exactly the same damage, and have exactly the same survivability. Thus leaving the option to play however one wishes and have the same potential.
If I can have same survivability and damage potential whether I am a conditions build, power build or crit-build, if I am running tanky spec of damage spec…then I have the option to play however I choose, use whichever weapon selections I choose, and not have to worry that I’m going to get ganked by someone with a better, more powerful weapon combination.
but this, obviously, is not going to happen.
Dear Arenanet Developers, I’m truly trying to understand a few things:
a) why would you create a class like the elementalist and then nerf it into the ground so much that the class becomes not only a burden to play but a useless addition to any wvw setting? It’s even getting to the point where I don’t want to bother playing it in pve, because the abilities have been so thoroughly ruined.
b) why would you introduce yet another condition like “torment”, that in fact contradicts everything around which this entire game concept is built, (i.e. dynamically active combat…combat in motion). This condition now penalizes players for playing the game the way the game was intended to be played.
Does this make any sense? It doesn’t to me.
Nevermind that it’s only being given to what are apparently your favorite pet classes: necro/thief/mesmer.
Why would you create a class like the Ranger, and then, again, nerf it into the ground where it is completely useless?
Have you seen the latest wvwvw meta? the predominate classes: necromancer/guardian/thief/mesmer/warrior…in that order of importance. No place for ele, ranger or engineer.
I’ve read guild posts and forum posts that explain that there is no use for ele’s or rangers, at all. and why should there be? the two classes have been nerfed into complete uselessness…or soon will be.
So I’m really trying to understand…where are you getting the ideas that these two classes in particular, that in my research have suffered by far the most number and most debilitating nefing of abilities since the games inception…(actually since beta)…where is your information coming from?
a) mesmers are op and have no business complaining about anything since they are, allegedly, getting yet another buff and a new condition, while ele’s are once again being nerfed into the ground while being given an entirely useless and pretty much insulting buff to staff, entirely overlooking the nerf to arcane wave, and the fact that almost every class in the game has a knock-back that does damage…except the elementalist which has 3 knockbacks none of which do any damage and none of which actually work as presented in the tooltip.
b) this trait is a useless trait and takes up a trait slot that could be put to much better use. Personally, I think that ele’s should be given permanent 25% speed buff as long as they are in the air attunement, since it’s only use is from running from one location to another while out of combat, it adds no special combat advantage, and frees up a useless trait for something that might actually be of assistance to this sadly diminished class.
Also with signet of air it doesn’t stack so the signet is better
Exactly. I don’t think these developers spend much time working on these traits.
You guys aren’t seeing the big picture. You potentially have a trait that frees up a utility spot. Mesmers would kill for what you’re complaining about.
I’m thankful that I found this thread to find such a cool aspect to the game, it’s just unfortunate that a bunch of jackholes from kaineng are now camped out in the one in my server being typically kitteny.
is there any armor or trinket that is a combination of Toughness/Vitality/Healing Power?
(regardless of which is primary and secondary)
btw: great stat prefix list!
valid points
but, not really my argument.
…it’s World vs World. It’s not set up to be fair. You will get jumped. You will be stomped by a ton of players because you walked around the corner at the wrong time. You will run up against classes whose builds are set up to be able to take yours apart. You will think you handed some one their kitten only to have their friend gank you out of left field and rally them. You do not get to decide to deny them anything based on your own measure of fairness. Thieves have nothing to do with that. If you have a legit gripe about winding up dead because you shot shot a door then a map switch option popped up, suck up the first mistake as a learning opportunity and don’t do it again. /endtopic
Hmm…wow…thanks for clarifying that.
Then maybe, just maybe, the dev’s should give every class the ability to stealth out of combat, in order to make it “fair” and “balanced”, the way thieves can, if they are losing, and therefore not take any damage, not have any armor cost, and not die when they log out, and hey, then no one gets any loot or tokens, and no one wins, hurray, everybody let’s all be thieves, and then this problem is solved. Woot.
wow, thanks man, you’ve just proved my point.
I got penalized for doing nothing but trying to peaceably avoid an irritating waste of time.
You don’t have the right to expect to peaceably avoid anything while in a war zone. You really need to figure out how to wrap your mind around that.
You already know why the “dead while porting out of combat” situation exists. It’s a tradeoff between a minor currency cost for (unless you’re stupid) infrequent (maybe even unfair) situations and a larger scale abuse that had everyone upset. If you can’t live with that, you probably should stay out of WvW because you clearly don’t know what it’s there for.
wow that’s great advice, thanks.
now you grow up and pay attention to what I actually said
a) I’m not the only one who thinks this about thieves, ovbiously. The only people who don’t think it are the kittens who play thieves.
b) I’m not whining about a fair fight. I’m not actually whining about anything.
c) any amount is too much when it shouldn’t be necessary at all.
d) I do meet people on the battlefield, and that’s how I get my kills. not by sneaking around stealthed for 3 hours ganking like a kitten and running away if I get beaten in a fair fight, and not by camping the JP like a kitten.
e) I’m not asking to log during combat, I’m preferring to log as a means to AVOID combat. Not to avoid death in a fair fight.
f) yes, I avoid combat as much as I can if I’m there for JP. Why is this so strange? obviously it’s meant to be avoidable or they wouldn’t have put stealth fountains in it. The real problem with that, is that the 2nd stealth fountain needs to last for about 10 minutes in order to make it through the dark room (without a torch) and survive long enough to get through the chandelier room, and up to the next fountain, without a speed buff. Which apparently only theives can still have when they’re stealthed, since they stripped it from all other classes using the stealth fountains.
oh wait, here’s the perfect solution. I’ll just delete all my other characters and only play thieves,
like you.
wow…….
you think thieves are unstoppable killing machines. you wish that you were allowed to log out during combat. you admit to doing very little combat, and then expect people to “meet you on the battlefield” which you actively avoid in favor of the jumping puzzles. and the 1 and a half silver (at most, not “300 copper”) for a repair bill is too much for you to cough up.
i have the solution. grow a pair. seriously. you’ve whined about kitten near everything like a child throwing a temper tantrum. man up or move along.
But is this any different than a thief using his abilities to deny a fair kill to anyone and everyone they come into combat with?
My problem is that I rarely ever fight with anyone. I go into wvw, and I fight on the battlefield in groups, to get my monthly kills.
When I’m there by myself, I’m there for jumping puzzles, because I love them and I love doing them.
I don’t fight in the EB jumping puzzle, if I can avoid it. I used to be able to get away from “kittens” who would camp the JP like a bunch of losers who can’t cut it on the battlefield, and come back later, or try using the stealth fountains. I can’t do that anymore because unless I want to run around naked, which I don’t, I’m going to be killed and have to pay for armor damage because some loser can’t face me on the battlefield, and I’m sorry, but that’s not acceptable. All it takes is one jack hole and I’m screwed, whether I want it or not.
and not in the good way.
so why bother with armor at all?
from now on I’ll just go into wvw naked all the time and see how many times I can be killed.
wow, what fun
why not just make it so they get their loot, and their token if they get you into a downed state, if that’s the issue, and leave off the death and armor damage. This current solution doesn’t fix anything.
scenario:
I’m running away, I’m at almost full health, I get hit with one arrow as I’m logging out, and I land dead with 300+coppers in armor damage. The attacker got nothing, because they didn’t earn anything from the fight. I got penalized for doing nothing but trying to peaceably avoid an irritating waste of time.
Does this seem like a reasonable solution?
No.
If I’m downed, and I log, sure, whatever, give them their loot, I could care less. I won’t know about it anyway. I see no reason to justify death and armor damage. That’s pointless and accomplishes nothing.
Just keep in mind that if the game notices you to be ‘in combat’ while transferring maps and such; you will die.
I had this happen to me today when I jumped off a wall while the ‘Borderlands is ready’ message popped up. I clicked it to go there and ended up dead on arrival. As falling damage also puts you into ‘combat’ briefly, the game acted as if I wanted to escape a fight.
If you are out of combat and transfer maps, nothing will happen.
These measures were put in place because a lot of people were abusing Alt-F4 and similar ways to avoid death (and the hit on their armor + deny loot to their adversary) whilst in combat. So you can be certain that ANet is not going to change it back. And for that I’m thankful.
Nope, i play Necro and Ranger. If you are not prepared to die in WvW at unfair fights it’s a wrong place for you.
But i agree on the thief part, culling thief is horribly broken atm.
I wasn’t actually addressing only you.
I addressed issue of culling in the wvwvw thief’s are op thread…it’s not the culling…it’s the fact that thieves are essentially unkillable stalking death machines who can remain stealth’d indefinitely while they kill you in 3 seconds and then disappear indefinitely if you manage somehow to get them downed. I can’t get a token off a thief. I’ve never seen anyone get a token off a thief unless it was some 10th level noob thief who’d never played before and didn’t understand that he could stealth. I was in a party of 3 relatively seasoned players (ranger, necro, warrior). We all were slaughtered by one thief.
I think it’s ridiculous that I have to do 5 times the work to achieve 1/3 the damage, and I have no recourse against their stealth or their miraculous dagger storm that kills me and heals them at the same time.
Sorry, no tokens from me for a thief. not now. not ever, unless they level the playing field.
but that is a discussion for another thread, and I digress.
Please accept my apologies.
but my point was that it’s not really an acceptable “solution” to kill you and ruin your armor because you leave the map.
All it takes is for some jack hole to attack me, and I’m dead if I leave. I can’t map out if I’m attacked. I can’t log out if I’m attacked. No matter how far away they might be.
If I’m running away and get hit by a treb, I’m suddenly in combat and can’t leave without dying.
this is ridiculous.
I have addressed this issue by not WvWVW anymore. Soon the thieves will have no other class to fight but themselves cause i doubt there will be many new players joining the ranks in WvWVW. For those seeking map completion I have a tip. Do your map roaming naked or if you must equip crappy armor with runes that give you speed buffs. Constantly check your soroundings and when you see a party heading your way run in the other direction. Hit the map button while doing so and waypoint back to base.
I’ll be kitten if they get a token out of me.
In normal, relatively fair, (‘cause I can’t really hope for anything more than “relatively fair”) wvwvw situations, I have no problem letting someone get their token off me. If I fight a fair fight and I lose, that’s fine. But, I’m with you on this in most other respects. I’m not going to let some op thief gank the crap out of me, get away when I almost beat him, come back and gank me some more, until he finally beats me, and then get a token. I also don’t bother fighting in the JP, that’s not why I’m there.
It’s pathetic and kitteny to camp the JP to get tokens.
For the new and uninlighted there are 3 wells in the eternal battleground puzzle that make you invisible for nearly 3/4 of the way. Use them.
unfortunately, the 2nd well needs to be about 2 minutes longer in duration, otherwise it’s useless without a speed 5 minute speed buff to go with it, and since they nerfed it so you can’t use any kind of permanent speed buff (25% for air attunement, etc), it’s impossible to get to the 3rd fountain while still in stealth. The problem area is the chandelier room, and by the time you get there, the stealth runs out, or just after, not long enough to get to the 3rd fountain, even under the best of circumstances. And since that’s where the kitteny jackholes who can’t cut it in the wvwvw arena normally camp out, it’s pointless to even bother with the fountains.
what is the deal with logging while in combat?
now, no matter WHAT situation I’m in, winning, losing, not even involved, shooting arrows at a wall or gate…if I log, or switch from borderlands to EB, I end up dead with damaged armor.
this is bullkitten.
this needs to be changed back to the way it was, or the circumstances need to be taken into account.
I get it that people got sick and tired of other people alt-f4’ing and depriving you of your token. and so have I gotten sick of it every time I fight a thief who disappears when I’ve downed him, or a warrior who somehow manages to “revive” from near death with half full heath and then slaughter me.
deal with it.
this situation is inexcusable.
I was in borderlands chasing some ele who was running away, I got the prompt for the EB switch because it was in queue when I logged in…I land in EB dead and with damaged armor.
a-net, fix this.
You get the cumulative total so the second of your choices.
Wow!
sweet, thanks for clearing that up.
The question I have had and never been able to find the answer to is this: if you have 5 of a given superior rune…do ALL the bonuses stack, or do you only get the highest number?
i.e.:
(1) +5% pwr
(2) +24 vit
(3) +15 % pwr
(4) +35 vit
(5) +40 % pwr
Does this mean you get a total of +40% pwr and +35 vit?
or does it mean you get a total of +60%pwr and +69 vit?
thanks!