Showing Posts For tarcheg.4872:

Revenant Hate

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Posted by: tarcheg.4872

tarcheg.4872

I was talking about druid vs rev in a 1v1. In a team fight it’s not the job of one player to kill another one but much more killing someone through assisting etc.

And if you don’t see how good Emphatic Bond is vs condi classes then it’s no wonder you are having a tough time. 3 conds cleared every 10 seconds. That’s more than other classes have all together…

Revenant Hate

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Posted by: tarcheg.4872

tarcheg.4872

Bunch of condiremoval? Made me laugh. Glyphs have delay and iam forced to stand in it, signet has an 60s cooldown, druid condiremove gets hardcountered by boonremove from rev. Zero regen= zero af= zero condiremove. The only thing i want to state is, that the op thinks he is so good, but in the end he just had better options with his classes. Saying to the rest “shut up” because he have countermechanics is my problem.

I see you edited your post and added that part. You also forgot the best condi removal for druids – Emphatic Bond. 3 condi removal on a 10s cd. If thats no condi removal then I don’t know what is.

Revenant Hate

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Posted by: tarcheg.4872

tarcheg.4872

Did i mentioned one time that i asked for nerf? I only said that for some classes its not a l2p issue, its just an impossible hard counter.

You didn’t say anything about nerfs, I know, but that’s what I’m getting when reading the first sentence of your post.

And how is rev a hard counter to druid exactly? Sure resistance counters condis but druids still have their pet which does enough damage to pressure revs (as I mentioned in my first post already).
Maybe it’s not only a learn2read but also a l2p issue in your case.

Revenant Hate

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Posted by: tarcheg.4872

tarcheg.4872

Try druid and you will make the experience that you can do nothing. Laughed when i saw your list. Tempest? Diamond Skin+ Shout! Problem solved. Condireaper? Bonncoruption + Conditransfer! Problem solved. Chrono? (Maybe bunker) Perma evade+block! Problem solved. And no, i will not shut up. Its called discussion. Try to be nice and let other people share their opinion.

Sure, discussion is good but tbh I don’t see your point.

You say rev gets beaten by (at least) 3 classes but because the class you play is at a disadvantage against rev, rev needs a nerf? You didn’t say anything about nerfs, I know, but that’s what I’m getting when reading the first sentence of your post.

If you want a discussion then maybe start by explaining why you can’t do anything and what you would change.

I have made the experience that druids can do quite well against revs by just focusing on surviving (druids have a bunch of condi removal and healing) and let their pet do the damage.

Leagues do not reward skillful play

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Posted by: tarcheg.4872

tarcheg.4872

Always crying…

So you suggest an MMR-reset? That would lead to blow out matches for at least 1-2 months. And everyone would be crying over that…
Why throw away data you collected over such a long time.

Sure I see your point, but who gives a kitten about if you reach Ruby in 2 or 6 days? You want everything perfect from the start but there is no perfect way. But I think Anet has chosen the best one available.

It guarantees kind of even matches (much better than with an MMR reset) and tanking your MMR on purpose (because you just got to Ruby and you want to queue vs bad players) is not ideal as well because match making takes also into account that you are already in a higher league.

Revenant way to over powered

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Posted by: tarcheg.4872

tarcheg.4872

Couldn’t be any more wrong. Rapid Fire is nothing compared to Rev’s Hammer#2. That skill can basically one shot a glass thief… from1200 range with 2 sec CD. Rapid Fire can’t even do that lol Also, RF has 2sec channel which means enemies can at least mitigate it to some extent. Cascade just creeps under those kitten of AoE effects then BOOM, half your HP gone. Not counting how the auto can hit just as hard as LB without a distance penalty. Even DH’s LB has root penalty on its more powerful skills which don’t even hit as hard.

Rev’s hammer is plain broken in term of damage cheese. Try to justify it if you must but this one will get nerfed soon enough.

So when talking about rev #3, people like you (whiners), complained about how it is not possible to mitigate all damage with one dodge but instead need to double dodge, which is too much for negating one attack.
Now you say that RF is easier to deal with because it’s a channel (just like rev sword#3) and you can negate at least part of the damage very easily…
So which one is it? Which one do people who QQ about everything prefer? A channel which lets you negate ~50% of the damage even when you have the reaction time of a kitten kitten or do you prefer the instant damage which you can negate with one dodge???
The answer to that question is that you don’t care. You will come up with something just so you can QQ even more. One thread is about skill A being OP because it’s a channel, next thread is about skill B being OP because it’s not a channel.

Seriously, you whiners should have a weekly meeting in which you discuss stuff like this so you are all on the same page.

Strawpoll Duo&Solo vs Solo Queue

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Posted by: tarcheg.4872

tarcheg.4872

If anet wants esport then do what other esport games do, a soloq is a way for many to progress and make teammates

I agree, but you can also find new teammates when duo queueing, can’t you? And maybe you even find two good people at once.

And I mentioned that LoL (THE e-sports game) also puts solo queuer’s together with duo queue.

Strawpoll Duo&Solo vs Solo Queue

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Posted by: tarcheg.4872

tarcheg.4872

I was just interested in what you prefer:

That all solo players are mixed in with duo queue’s and get their own queue like it’s in LoL. (tripple+ queues have to queue for team queue)

Or that only solo queueing players are queued against each other and duo has to team queue.

Strawpoll: http://strawpoll.me/5912543

Serious Question about double/tripple queue

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Posted by: tarcheg.4872

tarcheg.4872

I know, queueing as a team (even duo/tripple) increases your rating and that’s good. I’m just wondering how much does it improve? Because I get the feeling it’s a little too much.

Example: Ranking 1 to 10, 1 being a total new player and 10 being the ultimate veteran.

When 2 * 2’s are queueing together, are they treated like 2 * 8’s queueing solo?

Because whenever I queue solo I hope I do not get any duo/tripple queueing groups in my team. Speaking from personal experience, their lack of game knowledge/skill (whatever you wanna call it) doesn’t make up for them knowing each other/having better communication.

Any other opinions on this one? I think it could really benefit the devs on balancing the matchmaking when discussing such issues.

Have a nice day and hopefully noone feels being offended by this thread.

Rune of the Lich

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Posted by: tarcheg.4872

tarcheg.4872

Then what gyros doing on fresh new made elite spec called scrapper?

And which ones are you talking about? Also gyros?

@Burtnik

So out of 8 original classes, 1 class gets more AI. Even though that’s not perfect, it doesn’t sound too bad to me. Percentaged wise that’s still a step in the right direction. Especially when you keep in mind they made a whole new class with pretty much 0 AI.

And I didn’t say Anet is perfect and Gyros were maybe not the ideal way, but still it seems like Anet wants to reduce AI.
If you disagree then that’s fine. Maybe you have a better explanation why they deleted those runes OP was talking about. But I don’t think they just wanted to kitten some people off…

(edited by tarcheg.4872)

Rune of the Lich

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Posted by: tarcheg.4872

tarcheg.4872

Maybe Anet understands finally that the current mass of NPCs is “not healthy” for a competetive PvP game. They can’t of course delete the whole mesmer class or take away all the necro minions, guardian spirit weapons, ranger pets & spirits, ele elementals, engi turrets, etc. etc… but they can make small changes like this and every step counts imo.

Is PvP worth to begin?

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Posted by: tarcheg.4872

tarcheg.4872

Is GW2 PvP worth to begin with?

You bought the game, so it’s not like you would have to invest something into playing PvP besides of pressing the “join the lobby” button and queue for a match. If you have fun queue for another one, if not then go back to PvE.

Stronghold exploit safespot in lord room.

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Posted by: tarcheg.4872

tarcheg.4872

Why didn’t you make an ig bug report?

Writing exploits in the forums and making them public is against regulations.

Be ready nerf hammer is coming

in Revenant

Posted by: tarcheg.4872

tarcheg.4872

Just for clarification:
the nerf hammer != nerf the hammer

PvP condition clearance

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Posted by: tarcheg.4872

tarcheg.4872

I know it’s not what you wanna hear, because you are pigeonholed into one certain stance, but Demonic Defiance is a great answer against all conditions.

But it’s nothing for the meta assassin/glint stance build.

One favor, one map, happy people

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Posted by: tarcheg.4872

tarcheg.4872

I think Anet learned their lesson. Except of Temple, every new map sucked (in the eyes of the community)… Capricon (does this one even still exist??), Courtyard, Skyhammer, Spirit Watch.

And I know, there is a very small minority, which thinks one or two of these maps is awesome (e.g. I like courtyard). Nevertheless all in all these maps failed.

The Stronghold map seems to be accepted though. So if new maps are designed, I would guess it’s something like this one.

Can we remove Minstrel Amulet?

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Posted by: tarcheg.4872

tarcheg.4872

The boon duration stat (concentration) does not even work at the moment and people are already complaining. That’s gonna be fun with +37.33% boon duration =)

Nerf Defiant Stance

in Revenant

Posted by: tarcheg.4872

tarcheg.4872

Maybe they nerfed our heal because:
1. not like Defiant Stance it doesn’t have a cast time
2. it also has a passive effect when activated
3. we have a second heal (in our second stance)

Superior Rune of the Berserker 6th Bonus

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Posted by: tarcheg.4872

tarcheg.4872

I tested the 6th Bonus of the Superior Rune of the Berserker (PVP) – +5% Damage and +5% Condition Damge. I tested it with my Revenant Searing Fissure skill. I had 1375
Condition Damage with the setup I tested and it did 344dmg burning ticks. This would be normal WITHOUT the +5% Condition Damage from the Beserker Rune. When I slotted a different Rune with the same Condition Damage my damage stayed obviously the same, because the burning formula results in 344dmg per tick with 1 burning stack.

I tried to test the +5% damage as well and I could not notice a damage improvement. But this is much harder to test, since we don’t have any steady weapons anymore. But I did quite a lot of testing and I couldn’t see any damage improvement from the 6th Bonus of this rune.

I tested the PVP version in the mists.

Possible meta? Rev PvP

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Posted by: tarcheg.4872

tarcheg.4872

It’s pretty dmg orientated.
What do you do against conditions?

Matchmaking Changes: 12/5

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Posted by: tarcheg.4872

tarcheg.4872

EU:
Invite time is 5-30s max.
Match quality / match making is horrible. My highlight was the match in which all 5 players of one team left with 0 points on the score board. Never had this happened in 5k+ games before (iirc).
Class stacking was all over the place.

I gladly wait 3-5minutes for a match if its increase the quality by a lot.

Make all cap points as big as Graveyard

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Posted by: tarcheg.4872

tarcheg.4872

I don’t particularly care about the size

Sure you do.
All kittins do.

Reason, why so many players prefer berzerker

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Posted by: tarcheg.4872

tarcheg.4872

- provocation and attempts of insult
- blatant arrogance and elitism, thus unlikable author
- argumentation based on overgeneralization and ignorance
- many arguments not related to the actual content of the subject
- terrible example

3/10 – bad attitude is most likely the only reason for people to engage in this “discussion”, at least it is structured and legible.

good luck on your crusade.

Though I have to admit that OP is not always answering the nicest way possible his posts do contain more logical thinking than 99% else I’m reading on these forums.

Imho OP just got sick of people pretending how hard berserker is to play.
He showed that when you look at it from both sides – surviving and killing, def and off setup are equally hard to play (except for cond-bunker since cond dmg is just an unbalanced stat).
[The only reason why def seems to be easier in gw2 is because the only game mode is conquest and the worst player is a greater help to his team when standing full def on a point than playing off]

Then the OP was making fun about people saying „def is much safer“ which sounds so much like this quote:

I may just be a skeptic, but I feel that increasing points per kill, at least in the current meta, would just push players even further into defensive/attrition builds rather than offensive. It’s safer.

(different thread)

OP agreed to this simply by saying that def setups minimize the impact of luck, so chances the better player wins are „much safer“.
This is very easy to understand by reading this (imho):

Everyone should see it like this:
If a fight needs 100 abilities to end – to define the winner and the loser – the chance that the better player is the winner is much higher than in a fight which is over after only 3 abilities were used.

Everyone just needs to accept the fact that, on average, a fight is shorter/contains less abilities when fighting with berserker compared to soldier gear.

Reason, why so many players prefer berzerker

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Posted by: tarcheg.4872

tarcheg.4872

top players play full glass thieves…

you chose wrong class as an example; i can go full tank on thief and still die instantly but do virtually no dmg

If you do no damage with a soldier thief then this example perfectly fits you. When I’m playing a venom share soldier thief, I can melt any bunker together with one of my bunkers by coordinating unmitigatable damage through the trait Leeching Venoms.
As you can see, it all comes down to coordinating and playing skillfully.
And when you die instantly with a soldier thief with leeching venoms trait you are srsly doing something wrong. But flames by side – there are actually numbers which are proving my point that soldier thieves must live longer than zerker on average – you just have to open your hero panel and look under vitality and thoughness!

wow you actually believe that lol

why should i bring venom share thief when i can have necro? he still will live longer than your thief and have better sustain… besides pvt venom share thief doesn’t have good spike dmg

i went against ostrich egg team when they were running thief with venoms, they lost… i believe if they ran normal s/p or d/p thief they would have won

i agree bunkers will have better chance to win simply because even if they die they just can hold points longer but thief is just bad example lol; thieves just don’t have what makes a bunker bunker aka aegis, stability, big heals etc.

wow _ just wow…
you must literally be blind if you can’t see the point the OP is making (no offense to blind people).
The OP is not saying class a > class b.
The OP is not even saying def > off. (he wrote: def and off stats are balanced)
Point of OP is: In a game where off and def stats are balanced, the chance that the winner of a fight is actually the better player is much higher when 2 tanky teams play compared to 2 gc fighting each other.

@OP: you are overestimating the intelligence of the average gamer by a lot!

Increasing score gained from kills?

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Posted by: tarcheg.4872

tarcheg.4872

The idea is a little different but the results sound very similar to the results of this idea posted several months ago:
https://forum-en.gw2archive.eu/forum/pvp/pvp/You-chose-conquest-make-it-conquest/first#post2374957

His idea would even negate the “more tankier” playstyle, because bunkering several points for a long time gives the other team the chance to overrun one point without gaining a too large point disadvantage.

Buffs give away real mesmer

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Posted by: tarcheg.4872

tarcheg.4872

It’s not just glory boosters. Illusions typically don’t have all the buffs a mesmer has, so it’s easy to tell them apart.

lol illusions look total different then the mesmer

lol, you lol at people even though you should be lol’d at because lol you confuse clones which the op is obviously talking about with lol phantasm. But at least your post starts with a lol, lol.

lol then != than lol

Well, he’s partially right. There are many many ways to differentiate the real mesmer from the clones.

Clones won’t have all the normal buffs that a mesmer will pick up, vigor being most common. Additionally, clones will attack slower than the real mesmer. Clones also don’t strafe or backpedal or dodge. Ranged clones won’t move at all unless you run far away and/or break LoS. Clones won’t use skills other than autoattack.

Clones are not viable copies of the real mesmer. No skilled mesmer player relies on the clones for more than a momentary distraction. You always assume that your opponent has targeted the real mesmer and knows where you are, because a good player will.

Having different buffs is in my opinion not “looking differently”. Clones →look<- exactly the same (until you switch your weapon).
I completely agree that clones should have the same buffs as the real mesmer. But it’s only fair that clones have minimal movement and use only aa.
And imo the real distraction comes from simply having so many characters in fight with you rather than the 0.5s someone needs to identify the real one.

Buffs give away real mesmer

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Posted by: tarcheg.4872

tarcheg.4872

It’s not just glory boosters. Illusions typically don’t have all the buffs a mesmer has, so it’s easy to tell them apart.

lol illusions look total different then the mesmer

lol, you lol at people even though you should be lol’d at because lol you confuse clones which the op is obviously talking about with lol phantasm. But at least your post starts with a lol, lol.

lol then != than lol

spreadsheet - all classes heals calc

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Posted by: tarcheg.4872

tarcheg.4872

Pretty surprised about Guardian heals… everyone stacks cleric’s ammy even though you don’t get as much from healing power from any of the two best heals as other classes’.

If that chart doesn’t make it totally obvious that Healing Signet is OP, then my dog invented quantum physics.

That’s because the spreadsheet isn’t even close at showing what a guardian is capable of healing. Most healing comes from other sources than the #6 heal. Virtue, symbol-healing, AH, regen etc… which results in having a much higher HP/s than warrior can achieve.
And yes I main guardian and I’m not here to defend my warrior.

This is getting annoying

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Posted by: tarcheg.4872

tarcheg.4872

The problem actually is the spectator mode. Since you can just leave your team by going into spec. mode it’s really easy to switch to the winning team.
Example: 5:5 but one team is losing heavily than 2 people go into spec. mode which causes the auto balance system to switch one from the winning team to the loser side which results into one of the spec. mode players to join the winning team —> gg!

Solution: When joining spectator mode you have to stay there until the current map ends or at least only be able to join the same team you came from.

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

This dependency and interaction between damaging conditions and cleanses, however, creates an environment where conditions have to be cleansed in order to be balanced. Instances where they can not be cleansed reliably will put their effect beyond what was intended (an oversimplified example to visualize the above: if I hit a meta build D/P thief with a Pin Down right after he used Hide in Shadows, which puts him back at 100% HPs, he will die from this single attack. He can run, hide and avoid any other attack I’ll follow up with, but unless he gets back to his guardian for a cleanse, the potential damage of that range attack will be enough to take him from 100 to 0).

Either you think that’s broken or you’re fine with the way it’s working. If you’re fine with it then I have nothing more to say.

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

On the other side people DO die from getting hit by a pin down or a blowtorch+poison dart etc…

Then ‘people’ need to stop sucking and cleanse. Unless by ‘people’ you mean ‘golems’.

So we finally have reached the point were we make “everyone else should stop sucking” arguments. Took some time for you put you finally made it.

well, your arguments dont make any sense at all.

You allways name 3 skills, maybe these are to strong, but again for this we have condition remove, something we dont have against direct damage.

And if you die because of a 20second burn slowly lowering your healthbar, and you are not able to stop the burn, then you deserve it to die.

Actually with blowtorch + poison dart you need to be able to cleanse in the next 10-12s. If you think everyone has a cleanse every 10s I don’t know how much you played this game.

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

Against a glass cannon perhaps. But try against a bunker with protection up. You will hit less than 5k.

Try pin down against anyone, anyone at all, because they all have cleanses. It’s the same issue. You’re either talking about with defense, or without, you can’t have it both ways.

Naturally. However, while both ks and pin down have about the same potential damage on a target with no defense, the condition user can himself remain very tanky unlike the direct damage user who has to be full glass.

Generally though, power damage is higher. Go through and take a glance at each weapon set.

Pin down vs KS is an outlier, and that’s primarily because warriors have so few covers, making condi warrior sub par in general. Pin down simply doesn’t deal as much damage as KS in real play, and it’s one of the few examples that are on par under ideal circumstances, along with some of the torment and burning abilities. Oh, and blood is power.

Condi damage is lower, and yes, part of that is due to amulet restrictions forcing condi classes into tankier playstyles.

If power dmg is higher how come you didn’t already post how you can kill a heavy golem as easy as my stated examples?^^ Cause there is none?

Give golems the ability to heal every 20 or so seconds, then try it again.

Except for the poison grenade example the golem would still die when attacking right after the “golems heal”.

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

Against a glass cannon perhaps. But try against a bunker with protection up. You will hit less than 5k.

Try pin down against anyone, anyone at all, because they all have cleanses. It’s the same issue. You’re either talking about with defense, or without, you can’t have it both ways.

Naturally. However, while both ks and pin down have about the same potential damage on a target with no defense, the condition user can himself remain very tanky unlike the direct damage user who has to be full glass.

Generally though, power damage is higher. Go through and take a glance at each weapon set.

Pin down vs KS is an outlier, and that’s primarily because warriors have so few covers, making condi warrior sub par in general. Pin down simply doesn’t deal as much damage as KS in real play, and it’s one of the few examples that are on par under ideal circumstances, along with some of the torment and burning abilities. Oh, and blood is power.

Condi damage is lower, and yes, part of that is due to amulet restrictions forcing condi classes into tankier playstyles.

If power dmg is higher how come you didn’t already post how you can kill a heavy golem as easy as my stated examples?^^ Cause there is none?

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

Yes when fighting real targets the situation appears that you run out of cleanses (but it will never happen that you have no toughness from your amulet).
And this whole thread is about that conds are too strong in these situations in which you have no cleanses. That’s all.
If you have no cleanses and get hit by 1-2 wrong abilities you are kittened and that shouldnt be the case and that’s unbalanced compared to power abilities.

OK, so you want to talk about real situations, which is fine. Can’t really quantify that though. There are builds that just don’t run out of cleanses, there are builds that have barely any. It seems likely to me that you’re running with barely any, since you clearly have a real kitten for condis.

Yes some builds have obviously more trouble with conds than others but even the ones not focusing on cleanses shouldn’t die from one easy to land attack with 1/4 cast time on range.
You just can NOT compare pin down to kill shot – doing this is just ridiculous.

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

Yes when fighting real targets the situation appears that you run out of cleanses (but it will never happen that you have no toughness from your amulet).
And this whole thread is about that conds are too strong in these situations in which you have no cleanses. That’s all.
If you have no cleanses and get hit by 1-2 wrong abilities you are kittened and that shouldnt be the case and that’s unbalanced compared to power abilities.

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

On the other side people DO die from getting hit by a pin down or a blowtorch+poison dart etc…

Then ‘people’ need to stop sucking and cleanse. Unless by ‘people’ you mean ‘golems’.

So we finally have reached the point were we make “everyone else should stop sucking” arguments. Took some time for you put you finally made it.

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

This dependency and interaction between damaging conditions and cleanses, however, creates an environment where conditions have to be cleansed in order to be balanced. Instances where they can not be cleansed reliably will put their effect beyond what was intended (an oversimplified example to visualize the above: if I hit a meta build D/P thief with a Pin Down right after he used Hide in Shadows, which puts him back at 100% HPs, he will die from this single attack. He can run, hide and avoid any other attack I’ll follow up with, but unless he gets back to his guardian for a cleanse, the potential damage of that range attack will be enough to take him from 100 to 0).

Just to fresh up your mind in case you have forgotten what we are talking about.

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

Because that’s what the thread is all about. Maybe you should go back to the beginning and read it very carefully. It says that cond dmg is too strong when no cleanses are available. But most classes run around with cleric/ rabid or have high base armor like warrior.

Sorry, you’re trying to stack the comparison. Most classes bring condi removal. If you want to compare high armor targets with no cleanses, well, I’ve already covered that too.

If you have “covered” that than tell me again how easy you kill a heavy golem. I only read about a single attack buffed into stupidity doing 4.6k dmg. Noone dies from taking once 4.6k dmg.
On the other side people DO die from getting hit by a pin down or a blowtorch+poison dart etc…

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

So you still say that you can kill a heavy golem with less effort with a power class than with cond class?
Did you read the part that one pin down kills the target. One poison grenade? Or one blowtorch + poison dart?
I wanna hear some example of powers classes killing THAT easy a heavy golem. Please enlighten all of us.

Why are you talking about heavy golems? We’ve been over this too. If you want no cleanses, you accept minimum armor. Minimum damage mitigation vs minimum damage mitigation, otherwise the comparison is flawed.

Because that’s what the thread is all about. Maybe you should go back to the beginning and read it very carefully. It says that cond dmg is too strong when no cleanses are available. But most classes run around with cleric/ rabid or have high base armor like warrior, which makes your point look stupid.
edit: maybe you should open a thread saying that power dmg is too high when noone runs around with toughness.

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

So you still say that you can kill a heavy golem with less effort with a power class than with cond class?
Did you read the part that one pin down kills the target. One poison grenade? Or one blowtorch + poison dart?
I wanna hear some example of powers classes killing THAT easy a heavy golem. Please enlighten all of us. And with that easy I mean skills with prior buffs/debuffs, no long cast time or easy to avoid skills like 100b, kill shot etc…
And a heavy golem is a could target when comparing to actual player toughness in form of hps and armor when not going full glassy.

(edited by tarcheg.4872)

Condition analysis and a few options

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Posted by: tarcheg.4872

tarcheg.4872

I’ll try to explain it to you one last time. The problem we are trying to explain is the “fire and forget” game play of cond classes. They attack you with 2-3 skills and the dmg is so high that you are very likely to die if you can’t cleanse yourself.
Examples:
Engi does: blowtorch + poison dart —> kills heavy golem
Engi does: poison grenade --> kills heavy golem (you could add a shrapnel grenade for the over kill if you don’t wanna wait for the whole poison minute)
warrior does: pin down —> kills heavy golem
etc…

And it’s not like the skills are hard to bring on or have huge CD’s. It’s not like kill shot having huge cast times and they don’t need to be set up by using several buffs. You do your cond skills then you play defensively and if your target survives than just do it again after 10s or so – if not take the next target.
A power class has to be always attacking to bring on their dmg and that’s the whole freaking unbalanced point. And why is that? Because the potential dmg of such cond attack is too high. If you would reduce the potential damage by reducing the duration but at the same time NOT nerfing the actual dps by reducing the CD the result would be a cond class still killing with the same ttk but having to attack their target like a power class.
If you still do not understand my point I’m actually sorry for you.
We are not saying that power dmg is too low when standing next to the target with 0 movement and with 0 pressure.

(edited by tarcheg.4872)

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tarcheg.4872

8.3k is possible but even when you’re not that lucky to get it all at once your dmg is still very high which makes my example not even deal more dmg but also much more realistic or are you always auto attacking with signet of the hunt active?

and edit: 4080 dmg coming from a 6s burning proc is in my world 680 dps but I don’t know where you went to school…
If you’re saying it’s weak cause of the 10s icd than you call a single trait doing 400dps weak – which would make you look even more stupid…

Yeah it’s less than 400 dps including the ICD. Now, since you seem to want to talk about sustained damage instead of christmasland, go ahead and post that engi builds dps. How much damage does each hit get from procs on average? What is the biggest single attack it has when you factor that in? How does that stack up to any random power build? Once again, do the math, then tell me if the sustained damage is high, not the other way round, because if you’re counting solely on that 400 dps trait to get good sustained damage, I’d suggest you look at those ranger screenshots again.

Since 90% of the people who have posted (see first page) agree with the op and myself I really don’t see the need to waste even more time.

You will disagree no matter how simple it is (I already learned that) and you will come up with some made up bs —> like a linked combat log line showing your dmg from an attack which is highly affected by buffing and debuffing though I stated that my example does not include such things just so you can prove your point under false circumstances.

Sorry but I don’t see the sense in that.^^ If you do not agree with me, the op or pretty much everyone else that’s your problem not mine.

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tarcheg.4872

Even though you have 0 proof for that – your dmg over time is significantly lover either way and the fact that your dmg needs several buffs and my dmg is mostly coming from a burning proc with 10s icd still remains the same.

0 proof of what? 4080 damage from a burning proc is less than 400 dps btw. If we’re talking ‘over time’.

‘Mostly’ isn’t good enough either. It’s either 8.3k or it’s not. Do you want to count the triple proc and incendiary ammo or don’t you? You can’t have it both ways.

8.3k is possible but even when you’re not that lucky to get it all at once your dmg is still very high which makes my example not even deal more dmg but also much more realistic or are you always auto attacking with signet of the hunt active?

and edit: 4080 dmg coming from a 6s burning proc is in my world 680 dps but I don’t know where you went to school…
If you’re saying it’s weak cause of the 10s icd than you call a single trait doing 400dps weak – which would make you look even more stupid…

(edited by tarcheg.4872)

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tarcheg.4872

Even though you have 0 proof for that – your dmg over time is significantly lover either way and the fact that your dmg needs several buffs and my dmg is mostly coming from a burning proc with 10s icd still remains the same.

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tarcheg.4872

And that’s why you see pvp flooded with power rangers. So much ignorance is rare…

I’m not the one saying damage is everything. Once again, for the slow, all I have said is that this statement:

The general potential damage of a condition applying attack is way higher than that of a single power attack

is untrue.

Not to mention that the number of misinformed people in this thread who think that condis hit harder probably goes a very long way to explaining why power builds no longer make up the entire meta. What’s the phrase? Perception of balance?

Which is not true as our numbers have shown. You had an example of doing 4.6k dmg with certain buffs vs the cond example of 8.3k dmg.
We showed you as another example pin down which is a single attack with 1/4 cast time and doing 20k+ dmg.

Your 8.3k was on a light golem. On a light golem power ranger with air rune does the same. Pin down doing 20k isn’t much higher than kill shot. And you’ve done nothing to address the general part of the statement, where I showed you that condi necros hit for 1109 damage on average, a number that any power build kittens on, including hybrid staff guards. You’re arguing for the sake of arguing. Everything you have posted has proved the statement under discussion to be untrue.

lol ? my cond example came from a light golem? Ever heard about conds being unmitigatable?
First I never said anything from light or heavy golem and second all you showed us was auta attacks…
And in which world does kill shot 20k dmg?

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tarcheg.4872

And that’s why you see pvp flooded with power rangers. So much ignorance is rare…

I’m not the one saying damage is everything. Once again, for the slow, all I have said is that this statement:

The general potential damage of a condition applying attack is way higher than that of a single power attack

is untrue.

Not to mention that the number of misinformed people in this thread who think that condis hit harder probably goes a very long way to explaining why power builds no longer make up the entire meta. What’s the phrase? Perception of balance?

Which is not true as our numbers have shown. You had an example of doing 4.6k dmg with certain buffs vs the cond example of 8.5k dmg.
We showed you as another example pin down which is a single attack with 1/4 cast time and doing 20k+ dmg.
And false information? All my posts include very detailed calculations with actually stats – so they are very easy to reproduce and to proof them correct.

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tarcheg.4872

It’s not general potential damage, nor is it way higher. Gz for not understanding? Power hits harder, even on 2600 armor targets. In fact, that ranger would hit harder on 3k armor. It’s doing over 50% more damage (average including crits + non crits) than a necro, on 2600 armor.

Right now it seems like you’re deliberately choosing to ignore the facts.

And that’s why you see pvp flooded with power rangers. So much ignorance is rare…

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tarcheg.4872

an ability that hypothetically can.

That’s potential damage. gz for understanding!

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tarcheg.4872

Duuuuude!!! That’s the whole point – potential dmg – so no cleanse! And btw 1/4 cast time.
I think you might be getting it very slowly.

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tarcheg.4872

So, let’s take a standard necro.

Scepter auto = 189 power damage, 42% crit chance, 170% crit multiplier = 245 power damage + 617 bleeding = 862 damage.

Sigil of earth, 0.67s attack speed+aftercast, 2s ICD, 42% crit chance, 60% proc chance = procs every 4.3 seconds (6.4 attacks) applying 721 damage worth of bleeding. 721/6.4 = 113 extra damage per attack. 113 + 862 = 975 damage per attack so far.

Barbed precision 0.67 attack speed, 1s ICD, 42% crit chance, 66% proc chance = procs every 3.3 seconds (4.9 attacks) applying 103 damage worth of bleeding. 103/4.9 = 21 damage per attack. 975+21 = 996 damage per attack.

Dhuumfire 0.67 attack speed 10s ICD, 42% crit chance, 100% proc chance = procs every 11.2s (16.8 attacks) applying 1890 damage worth of burning. 1890/16.8 = 113 damage per attack. 996 + 113 = 1109 damage per attack.

Now let’s compare.

Good that the game isn’t only made out of aa…
See: http://www.imagebanana.com/view/pkqsw87r/PinDown.png