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whiteaden.7842

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Everything posted by whiteaden.7842

  1. Existing Infused Solaria/Lunaria Rings don't gain the stats when attuning them (I tested this today, posted it on the gw2 reddit bug thread) https://dd.reddit.com/r/Guildwars2/comments/na12ly/patch_bug_thread_11th_of_may_2021/gxqwin6/
  2. I was so excited when I found the Mist Wardens outpost in the latest Living World Episode; for the first time Repping my World V World guild in PvE meant something.
  3. Guardian Tank was an example, which does exist now that Firebrand has been a thing for a while, they take over the role of quickness generator while providing heals and other boons as well aegis, a mesmer or renegade fills the alacrity role. if any mechanics are introduced in the future that scale based on toughness (outside of the current tanking) having extra toughness for your squad may become worth it... these changes aren't necessarily aimed at being implemented right now but more as a suggestion to look at down the line... just look at how little the warrior raid build changed between HoT and PoF; still a bannerslave; re: guard tanks, with how ANET has constantly been making changes to the ubiquity of Chrono-Tanks; so some alternatives have arisen, there's the Fire-brigade combination (Quickness Firebrand and Alacrity Renegade) as well as mixed combinations of Firebrands, Renegades of Firebrand Tanks with Diviner-Chronos for boons/alacrity; somewhere there's even a possibility of a Druid Tank.A Firebrand running SiN would be filling the role of the Chrono-tank; without having to build into Toughness as much. in that scenario a Chrono wouldn't be bringing any toughness, so the +25 toughness advantage (5 players) to +150 (10 players) toughness would be plenty to ensure that the firebrand would be top of toughness (unless someone builds into it of course). In WvW a Guardian Driver would have an extra 250 Toughness if they bring SiN; which will slowly drop by 25 as their squad gets decimated or clouds/squirrels. That would all be dependent on what other traits are available as options;For a Condition Ranger bringing Spotter means sacrificing Hidden Barbs; but a Power Soulbeast may not cause enough bleeding to want Hidden Barbs or Striders Defense; so Spotter makes sense to be brought.Similarly a Warrior would want to run Empower Allies and Banner of Discipline in a power-only encounter; as the Condition Damage on BoStrength isn't helpful. Each of the trait options would need to be considered; so that they have valuable alternatives; and valuable reasons to pick them. and with every new elite specialization coming in the game; more combinations become valid. I concur, Healing Power, Vitality and Toughness are tougher sells because they do not provide as tangible a bonus as any of the offensive stats do, unblockable damage and % toughness-based are what's required to make any of those useful; imagine if healing-power reduced condition damage like how toughness reduces flat damage...But also why I think they won't ever be mandatory to be run; but they could provide a bit of a bonus to bringing a support that provides it; I don't see a DPS weaver bringing it; that doesn't make sense; but a support auramancer has that as a nice alternative to say a druid healer or a firebrand healer. I don't believe that'll be the case. for one thing; there's an overlap where 1 Ranger bringing Spotter means that nobody else has to bring the ++Precision buff; so if Tempest gets ++Precision, they or a ranger brings it. For the defensive buffs I don't think anyone would be forced to bring them until there's an overhaul where Toughness, Healing Power and/or Vitality become mandatory stats. all content currently in GW2 can be done without any defensive stats; with the exception of toughness tanking... but a single rune can address that. so a shared defensive buff won't ever be mandatory (hence why each of them is tied to a trait that also does something else in my suggestion. Even in the current Raid meta, an Engineer isn't expected to bring Pinpoint Distribution; and the heal tempest build on the [sC builds site]() doesn't run Soothing Power, because Powerful Aura is more useful outside of water; It only limits diversity for the class if there is no alternative to it, banners are an alternative; ranger spirits be an alternative; future elite specializations can provide alternatives; even traits in other lines could provide alternatives (I did not want to go into that; because you could probably find an attribute for every traitline in the game; which would mean every class could provide 3 10-man attribute bonuses, which would mess with my point here) Early on in my post I was considering suggesting that the elite-spec-attribute-buffs should/could be minor traits; but that would (in the case of your weaver) be limiting; as now bringing two weavers (for example) would mean there's a guaranteed overlap of whatever attribute buff they give; which would be wasteful. (this would also apply to zergs in WvW or the open world, even in PvP it'd have that effect.) you don't sound angry to me.
  4. TL;DR:Replace the named unique attribute buffs that traits and utilities provide for simple, single-attribute improvements provided by these traits, but they no longer stack. these can be stronger than the current ones (since they don't stack) but also get overwritten when group comp is ill considered. Disclaimer:These suggestions would have the most impact on warriors due to how banners work; however I am not a warrior main complaining about my class; I honestly play very little banner warrior because I find it very boring, and that's what I'd like to address. I do play every class throughout Tyria and the Mists, but have spent the majority of my time on Ranger (Druid in Raids), Warrior (SpB in WvW), Guardian (DH/FB in Fractals) and Revenant (Herald in WvW); Thief and Elementalist are my least played classes, while Engineer and Necromancer are primarily used for open world roaming; Mesmer's been played in both PvE and WvW; but I'm avoiding Chrono-jail by constantly remaining at least one meta behind. I will be limiting my discussion to PvE content (and primarily raids at that) as almost every one of the bonuses I mention below are currently 10-man buffs. I'm not addressing WvW and PvP as there is a skill split; so if any of my suggestions appear outrageously OP in either of those modes, I apologize. Broad goalsadd missing bonus attributes to classes without them.simplify balancing (for Arenanet)open up role-defining avenues for future elite specs.reduce buff bar clutter (sort of)increase build diversity. improve squad class diversity options.Anyway, time for a wall of bullet pointed text.As of right now, the PvE raid situation is pretty much as follows: 2 Banners are mandatory due to providing unique buffs. These Banners provide Power +Condition Damage & Precision + Ferocity bonuses. (warrior)Spotter and Empower Allies are mandatory trait picks for more unique buffs to Precision & Power. (Warrior & Ranger)2 spirits are considered mandatory due to providing unique effects; guaranteed Burning stacks to classes who don't have access to it and +5% power damage. (Ranger)Assassin's Presence, Pinpoint Distribution are however not considered mandatory picks; These provide Condition Damage & Ferocity bonuses. (Revenant & Engineer)Strength in Numbers does not see any play; which is too bad; but I get it; since it's applied to everyone it negates any Toughness Tanking benefits it could provide. (Guardian) more about this at the bottom of the Missing Attributes sectionI believe these perceived mandatory stat bonuses are hindering the diversity of group comps as well as the diversity of possible situational build diversity (e.g. Bannerslave Warrior, regardless of your build; you are expected to bring banner(s), this is limiting your DPS, CC and other utility options. likewise a Druid is always expected to bring Glyph of Empowerment and Spirits; limiting their personal DPS options). Missing Bonus AttributesThere are 4 classes that are excluded from being able to provide 10-man buffs in raids. Necromancer has access to Vampiric Presence; a 5 man buff with 600 range that allows allies to life-steal a tiny bit every .5 second. I believe this trait can be expanded to 10 people and be given the ++ Vitality modifier to bring it in line with the other master traits; I think it would be in line with the necromancer's idea of being a lumbering damage sponge, feeding off of their foes as they chip away at them; being near the necromancer extends this to their allies by increasing the sponginess of their allies. (I think minions should be immune to this trait, but that's a balance team decision)Elementalist currently has Soothing Mist, which is a 600 range, 5-man buff that heals allies on a 10 second interval. Soothing mist can be augmented through Soothing Power, which I think is the place to expand this trait, make it affect 10 players and given the ++Healing Power Attribute bonus. I am aware that Soothing Power might be OP if it gets both +100% effectiveness and 10 targets, so adjustments might have to be made to keep it in line with the other GrandMaster trait options, or it can be brought in line with and moved to the Master Tier as that's where every other class has their ++attribute buff (but that's what the balance team is for.)Thief and Mesmer do not have any 10-man shared Attribute buffs; and I think the elite specializations from Heart of Thorns provide a space for the two stats that came with it: Concentration for Chronomancer, and Expertise for Daredevil. Daredevil, I think Havoc Specialist would be the place to add ++Expertise; as it provides a condition benefit to the trait, which currently only affects power damage.Chronomancer; Improved Alacrity is the place to either add, or to replace for the ++Concentration to allies buff; as it provides a slot for the Chronomancer to support their allies by making their allies' boons better (just preemptively) since boonsharing's no longer their role; boon extension is. (again, the balance team should make these decisions)Summary of my suggested spread of the passive boon traits Warrior: Tactics - Empower Allies ++PowerGuardian: Valor - Strength in Numbers ++ToughnessRevenant: Devastation - Assassin's Presence ++FerocityRanger: Skirmishing - Spotter ++PrecisionEngineer: Firearms - Pinpoint Distribution ++Condition DamageThief: Daredevil - Havoc Specialist ++ExpertiseElementalist: Water - Soothing Power ++Healing PowerNecromancer: Blood Magic - Vampiric Presence ++VitalityMesmer: Chronomancer - Improved Alacrity++ConcentrationGuardian: Strength in Numbers: maybe this trait should function more like Flesh of the Master) to allow a guardian to toughness-tank in a raid while buffing allies with 100 toughness each. (+25 toughness per affected ally; so in 5 man content the Guardian would still have 125 toughness while allies have 100) Simplifying Balancing and reducing Buff Bar ClutterThere are now a maximum of 9 unique attribute bonuses on your buff bar, instead having 3 for every 2 stats (e.g. Ferocity+Precision=AP+Banner+Spotter) the existing icons could remain in place if you'd like; so that overlapping bonuses end up swapping between the two icons on your bar; making it easier to spot when there's a conflict of duplicate traits/bonuses. The trait Assassin's Presence provides the buff-bar effect of ++Ferocity (source: RevenantName)The trait Spotter provides the buff bar effect of ++Precision (source: RangerName)The Banner of Discipline provides the buff-bar effect of ++Precision (source: WarriorName) ++Ferocity (source: WarriorName)If multiple of the same buffs are present in the area, they override each-other instead of stacking.The values of the bonus is subject to the balance teams' discretion; but if say ++Ferocity gets buffed; it gets buffed for both the Banner and Assassin's Presence at the same time; meaning that both options remain valid. Currently existing and future Elite Specializations can include these same ++Attribute bonuses in their traits; with each of them providing an alternative to the existing trait picks, and each of them can help denote the overall theme of the specialization by providing an offensive, defensive or supportive benefit to your allies. some examples include ++Toughness on Scrappers; ++Vitality on Weaver, ++Concentration on Firebrand. But What About My Banners?!I assume that some of you may be thinking, these changes would just flat out make banners obsolete; because always-active-traits will be preferred as they cant be failed/forgotten this is not necessarily true for a few reasons; everything is dependent on the balance team though. 1 banner gives 2 benefits; so a warrior with 1 banner provides the same as 2 classes bringing specific traits. This opens up build options for other classes.Banners are stationary; so can be in placed in a spot to benefit as many people as possible; even when the buff providers in the party/squad split up to do a mechanic or split phase.Banners can be traited into, these augmented banners could provide benefits that those passive traits wouldn't give; either boons or a unique buff for the warrior would solve that (detailed below)Banners are are the warrior's equivalent of Ranger Spirits; so if the trait Doubled Standards had a variety of boons (instead of swiftness only) and is given an AoE boon application; it would make banners a lot more active during the play; you'll want to pick it up & drop it before a burst phase to provide some extra buffs to your allies. For what boons to splash out; Might on Strength, Fury on Discipline, Protection on Defense, Regeneration on Tactics and Stability on Battle Standard are some straight-forward possibilities).Another trait option is looking at traits affected by the number of Mesmer Illusions around - e.g. Compounding Power or Illusionary Defense - Warrior's could have something similar that whenever they summon or pick up a banner; this is more of a selfish buff to banners so I'd prefer the first trait suggestion as banners are about aiding yr allies.Improving build and squad composition diversityForever returning to Warrior; as it is the most hampered by its unique bonus providing capability through banners: In a power heavy group comp a warrior is expected to bring both Banner of Strength (Power+Condi Dmg) & Discipline (Precision+Ferocity) as well as Empower Allies; this is 3 mandatory slots to provide buffs to their group. Meanwhile the Ranger brings Spotter and a Revenant (might) bring(s) Assassin's Presence;In my suggested alterations the moment your squad or party has a Ranger & Revenant in it running their appropriate traits; you don't need a warrior to bring the Banner of Discipline; and if they pick the Empower Allies trait, they don't need to bring any banners; giving them 2 utility slots back. If you've made it to the bottom of this; thanks for reading; :cold_sweat: I realize this post may have been better suited to be cut into two topics; one regarding Standardizing Unique Buffs and another about Missing Bonus Attributes; but alas; here I am; a few hours into typing all this; unable to go back and split it evenly without fear of repeating myself in both threads. I look forward to reading your salty responses, and hope we can get some constructive dialogue going non-boon buffs in group content :+1: //Griska
  5. I'm sure something along these lines has been mentioned a few times already, but since I currently don't have time to go through 40+ pages of comments I'll add my own to the mix. (so much negative space inbetween comments, but that's a different kind of feedback) copying my official thread response here; for posterity. What concerns me the most about this giant box of RNG skins is the total price tag, and how the only way to get all 31 of the skins through the discounted box (9600 gems); that's 120$ US / 152$ CAD; that's more than one pays for the ultimate edition of PoF; this is not something that makes me want even try to gamble for this. Instead, I think this RNG box would do way better if it was cut into the (currently) 5 different mounts... this allows us to gamble with a one-in-six chance to get the skin we want for our mount of choice; instead of 1 in 30 chance. I appreciate the guarantee that we will unlock one we don't have yet. However that's diminished by the sheer size of the bundle...; if I get all 6 raptor skins in a row; I can still only use one at a time; so being able to choose which mount the RNG skin is rolled for at least gives us the opportunity to limit the total RNG. Gambling for a specific mount skins gives us a reasonable "expected result"; if I get lucky I only need to gamble once for the mount skin I like; if I get unlucky I'll gamble 6 times to get the one I want. To increase the incentive for us to gamble; I would suggest making the "Black Lion Stable Licence" a growing stable of mount skins, so that our chances decrease every time a new mount skin is added; (4 more raptor mount skins; 1/10 chance, unless you already unlocked some of that particular mount-type's skins) This incentivizes early adoption of the mount skins since your chances remain better with each previously unlocked skin (if I have 3 raptor skins unlocked, my chances are 1/7 instead of 1/10. if I bought all 6 of them early; I'll have a 25% chance to get one of the 4 skins that were added, etc) this also means that adding mount skins can be done on a mount-by-mount basis; instead of requiring them being released as packs of one-of-each instead. and community suggestions can be taken into account (Kormeerkat is an excellent example of community participation; think of the possibilities of a Community Mount Design Contest)
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